What problem does it solve? Setting up realistic 3D lighting in Godot involves many interacting systems—DirectionalLight3D shadow cascades, OmniLight3D attenuation, VoxelGI vs SDFGI decisions, and LightmapGI baking—where wrong defaults cause light leaking, Peter Panning, shadow atlas overflow, and severe performance loss. ## Core Features & Use Cases - Shadow & Light Tuning: Configure DirectionalLight3D shadow cascade splits, shadow bias correction, and distance-based shadow LOD for OmniLight3D and SpotLight3D. - Global Illumination Workflows: Choose and implement VoxelGI for sealed interiors, SDFGI for outdoor Forward+ scenes, LightmapGI with Shadowmasking for static bakes, or fake bounce GI for Mobile/Compatibility renderers. - Environment & Atmosphere: Blend WorldEnvironment parameters, volumetric fog zones, day/night cycles, and ReflectionProbes via Area3D triggers and Tweens. - Use Case: When building an indoor scene, follow the golden path to load light_probe_manager.gd and lighting_manager.gd, set tight VoxelGI extents per room, and avoid paper-thin walls to prevent light leaking. ## Quick Start Ask the agent to set up outdoor lighting with SDFGI and tuned directional shadow cascades for your Godot 4 scene.