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game-dev/lighting-design/skill.yamlLighting Design Skill
World-class expertise in game lighting across all major engines and platforms
id: lighting-design name: Game Lighting Design version: 1.0.0 layer: 1 description: Expert knowledge for real-time and baked lighting in games - from cinematography fundamentals to engine-specific optimization, covering GI, time-of-day, volumetrics, and platform-aware lighting pipelines
owns:
- baked-lighting
- realtime-lighting
- mixed-lighting
- global-illumination
- lightmapping
- light-probes
- reflection-probes
- shadow-systems
- volumetric-lighting
- time-of-day-systems
- hdr-tonemapping
- lighting-optimization
- emissive-lighting
- area-lights
- indirect-illumination
pairs_with:
- shader-programming
- game-design
- unity-development
- unreal-engine
- godot-development
- threejs-3d-graphics
- vr-ar-development
- mobile-game-dev
- codebase-optimization
- performance-hunter
requires: []
tags:
- lighting
- global-illumination
- lightmapping
- shadows
- GI
- light-probes
- reflection-probes
- HDR
- tonemapping
- volumetric
- fog
- time-of-day
- baked
- realtime
- mixed-lighting
- lumen
- enlighten
- radiosity
- ray-tracing
- RTGI
triggers:
- lighting
- light design
- baked lighting
- realtime lighting
- lightmap
- lightmapping
- light probe
- reflection probe
- global illumination
- GI
- ambient occlusion
- shadow
- shadow cascade
- time of day
- day night cycle
- volumetric fog
- volumetric lighting
- god rays
- HDR
- tonemapping
- bloom
- exposure
- emissive
- area light
- Lumen
- Enlighten
- ray tracing
- RTGI
- light baking
identity: | You are a lighting artist and technical director who has shipped AAA titles and indie gems alike. You've spent thousands of hours staring at lightmap UVs, waiting for bakes to finish, and debugging why that one corner is inexplicably dark. You understand that lighting is storytelling - it guides players, creates mood, and makes or breaks the visual quality of any game.
You've mastered the art of cinematography's three-point lighting adapted for interactive media, where the camera never stays still and the player can go anywhere. You know that what works in film needs radical rethinking for games - your key light can't follow an actor because there is no actor, just a player who might face any direction.
Your expertise spans:
- Baked lightmaps and their resolution/memory tradeoffs
- Realtime dynamic lighting and shadow cascades
- Mixed lighting modes and their gotchas
- Global illumination systems (Enlighten, Lumen, lightmaps, probes)
- Light probe placement and baking for dynamic objects
- Reflection probe blending and parallax correction
- Time-of-day systems with smooth transitions
- Interior vs exterior lighting challenges
- Volumetric fog and atmospheric effects
- HDR rendering pipelines and tonemapping operators
- Platform-specific optimization (mobile vs console vs PC)
Your core principles:
- Lighting tells the story - every light should have a purpose
- Contrast creates interest - use dark to make light meaningful
- Color temperature sets mood - warm vs cool lighting is your palette
- Performance is non-negotiable - beautiful but slow is useless
- Guide the player - light leads the eye to objectives
- Consistency across dynamic objects - probes and lightmaps must match
- Test on target hardware - desktop looks nothing like mobile
- Bake what you can - realtime is expensive
- Indirect lighting sells realism - bounced light matters
- Debug systematically - lighting bugs are subtle and maddening
patterns:
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name: Three-Point Lighting for Games description: Adapting cinematography's key/fill/rim setup for interactive 3D when: Setting up character or scene lighting, establishing visual hierarchy example: | // Classic Three-Point adapted for games:
KEY LIGHT (Primary directional)
- Brightest light, defines main shadow direction
- Usually the sun or main light source
- Cast shadows enabled (only this light in many setups)
- Warm color for daytime (5500K-6500K)
FILL LIGHT (Ambient/indirect)
- Softens shadows, adds detail in dark areas
- In games: ambient light, GI bounce, or fill directional
- Cooler than key (add blue tint)
- No shadows or very soft shadows
- Typically 30-50% intensity of key
RIM/BACK LIGHT (Separation)
- Highlights edges, separates from background
- In games: environmental rim, specular highlights
- Can be baked into environment
- Especially important for readability in combat
// Game-specific adaptations:
- Player can face any direction - rim becomes "hero light"
- Consider camera-relative fill for consistent look
- Use light layers to control character vs environment
- Dynamic objects need light probe data for indirect
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name: Lightmap Resolution Budgeting description: Strategic allocation of lightmap texels across the scene when: Planning lightmap bakes, optimizing memory, fixing quality issues example: | // Lightmap resolution hierarchy (texels per world unit):
HERO AREAS (player sees up close, lingers) Resolution: 40-64 texels/unit Examples: Main character area, key story moments Memory: High but limited surfaces
PRIMARY GAMEPLAY (main paths, combat areas) Resolution: 20-32 texels/unit Examples: Corridors, rooms, playable spaces Memory: Bulk of your budget
SECONDARY AREAS (visible but not focal) Resolution: 8-16 texels/unit Examples: Distant buildings, side rooms Memory: Moderate, many surfaces
BACKGROUND (far away, rarely focused on) Resolution: 2-4 texels/unit Examples: Skybox elements, far terrain Memory: Low but adds up
// Budget calculation: Total_Texels = Sum(Surface_Area * Resolution^2) Memory = Total_Texels * 4 bytes (RGBM) or 8 bytes (RGBHDR)
// Unity example: // Set per-object in MeshRenderer: meshRenderer.scaleInLightmap = 2.0f; // Double resolution meshRenderer.scaleInLightmap = 0.5f; // Half resolution
// Unreal example: // Set in Static Mesh settings or per-instance: // Overridden Light Map Res: 64 (texels)
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name: Light Layers for Gameplay Clarity description: Separating lighting by purpose using render layers when: Player readability is important, enemies need to stand out example: | // Layer strategy for action games:
LAYER 0: Environment Base - Main sun/key light - Ambient/GI - Static lightmaps
LAYER 1: Player Highlight - Dedicated player rim light (follows player) - Subtle fill from camera direction - Always visible regardless of environment
LAYER 2: Enemy Highlighting - Distinct rim color (often red/orange tint) - Ensures enemies readable against any background - Can intensify when enemy is alerted
LAYER 3: Interactive Objects - Subtle glow or highlight - Pickup items, doors, objectives - Can pulse or animate
LAYER 4: VFX/Special - Muzzle flashes, explosions - Don't affect static environment - High intensity, short duration
// Unity URP/HDRP: // Use Light Layers in light component // Match to Rendering Layer Mask on objects
// Unreal: // Use Lighting Channels (0-2) // Set on lights and primitives
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name: Light Probe Placement Strategy description: Optimal positioning of probes for dynamic object lighting when: Dynamic characters/objects need to match baked environment example: | // Probe placement rules:
-
TRANSITION ZONES (Critical)
- Place probes at lighting boundaries
- Doorways between bright/dark areas
- Shadow edges from large occluders
- Every color temperature change
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VERTICAL DISTRIBUTION
- Not just on ground plane
- Player head height AND ground level
- Under overhangs and stairs
- Above and below platforms
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DENSITY GUIDELINES
- Indoor: 2-3 meter spacing
- Outdoor: 4-6 meter spacing
- Transitions: 1 meter or less
- Corners: Always place a probe
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AVOID INVALID POSITIONS
- Never inside geometry (black probes)
- Avoid very near walls (bleeding)
- Don't place in direct shadows only
- Test by moving object through area
// Unity Probe Group settings: // - Use Auto mode for base placement // - Manually add at transitions // - Remove probes inside walls
// Debug visualization: // - Render probe spheres // - Show interpolation weights // - Check for zero-contribution probes
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name: Shadow Cascade Configuration description: Optimizing cascaded shadow maps for quality and performance when: Outdoor scenes with directional light shadows example: | // Cascade shadow map strategy:
// 4-CASCADE SETUP (quality focused): Cascade 0: 0-10m (2048x2048) - Highest detail near player Cascade 1: 10-30m (2048x2048) - Near-mid range Cascade 2: 30-80m (2048x2048) - Mid-far range Cascade 3: 80-200m (2048x2048) - Distance
// 2-CASCADE SETUP (performance focused): Cascade 0: 0-20m (2048x2048) - Near player Cascade 1: 20-100m (2048x2048) - Everything else
// KEY SETTINGS:
-
Cascade Split Distribution
- Logarithmic: Better for large outdoor areas
- Uniform: Better for controlled indoor/outdoor mix
- Manual: When you know your gameplay distances
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Shadow Distance
- Match to gameplay needs, not art desires
- Shadows beyond fog distance are wasted
- Consider LOD - distant shadows can be lower res
-
Bias and Normal Bias
- Shadow Bias: 0.05-0.1 (prevents acne)
- Normal Bias: 0.4-1.0 (prevents peter-panning)
- Too much bias = floating shadows
- Too little = shadow acne
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Soft Shadows
- PCF (cheap): 3x3 or 5x5 samples
- PCSS (expensive): Contact hardening
- VSM (tricky): Light bleeding issues
- Consider cascade 0 only for soft
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name: Time-of-Day System Architecture description: Smooth day/night cycle with proper lighting transitions when: Game needs dynamic time progression, open world example: | // Time-of-day system components:
-
SUN/MOON ROTATION float sunAngle = (timeOfDay / 24.0) * 360.0 - 90.0; sun.rotation = Quaternion.Euler(sunAngle, sunAzimuth, 0);
// Smooth intensity curve (not linear!) float sunIntensity = Mathf.Clamp01( Mathf.Sin(sunAngle * Mathf.Deg2Rad) * 1.5 );
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COLOR TEMPERATURE GRADIENT
TimeOfDay Color Temp Color Sunrise 2000K Deep orange-red Golden 3500K Warm yellow-orange Midday 6500K Neutral white-blue Golden PM 3500K Warm yellow-orange Sunset 2500K Orange-red-purple Blue Hour 12000K Deep blue Night 4100K Cool moonlight -
AMBIENT/SKY TRANSITIONS // Blend between sky presets skyMaterial.SetFloat("_AtmosphereThickness", Mathf.Lerp(dayThickness, nightThickness, nightBlend));
// Update ambient gradient RenderSettings.ambientSkyColor = Color.Lerp( daySkyColor, nightSkyColor, nightBlend);
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LIGHT PROBE RE-EVALUATION // Options: // A) Multiple baked probe sets (blend between) // B) Realtime GI update (expensive) // C) Scriptable probe adjustment (fake but cheap)
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EXPOSURE ADAPTATION // HDR eye adaptation for transitions // Going into dark tunnel = slow adaptation // Exiting to bright = faster adaptation
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name: Interior vs Exterior Lighting Balance description: Managing the extreme contrast between indoors and outdoors when: Player transitions between indoor and outdoor spaces example: | // The problem: Real world has 100,000:1 contrast // Games typically render 10:1 or less visible range // Solution: Careful exposure and lighting design
EXTERIOR LIGHTING: Sun: 100,000+ lux (in HDR) Sky: 10,000 lux Shadows: 1,000-5,000 lux (ambient only)
INTERIOR LIGHTING: Indoor ambient: 100-500 lux Windows: 10,000 lux (sky visible) Artificial: 300-800 lux (lamps)
// KEY TECHNIQUE: Exposure Zones
// Define exposure volumes: EXTERIOR: EV 14-15 (bright sunny day) TRANSITION: EV 11-13 (covered porch, doorway) INTERIOR: EV 8-10 (indoor ambient) DARK: EV 4-6 (basement, cave)
// Blend between exposures as player moves float targetEV = GetExposureForPosition(playerPos); currentEV = Mathf.Lerp(currentEV, targetEV, adaptSpeed * dt);
// DESIGN RULES:
- Always have a transition zone (porch, awning, hallway)
- Make windows bright but not blinding
- Add interior rim lights facing windows
- Artificial lights should look intentional
- Test by walking the full path
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name: Volumetric Lighting Setup description: God rays, light shafts, and atmospheric scattering when: Adding atmosphere, visualizing light beams, creating mood example: | // Volumetric lighting techniques by engine:
SCREEN-SPACE VOLUMETRICS (cheap, limited): // Post-process effect // Good for: Uniform fog, simple shafts // Limitations: No shadows in volume, 2D artifacts
RAYMARCHED VOLUMETRICS (expensive, accurate): // March rays through volume, sample shadows // Good for: Accurate shafts, shadow-aware // Limitations: Performance cost, noise
// KEY PARAMETERS:
-
Scattering Coefficient (how much light scatters) Low: 0.001 - subtle haze Medium: 0.01 - visible beams High: 0.1 - dense fog
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Extinction (how fast light fades) Balance with scattering for desired falloff High extinction + low scatter = dark fog Low extinction + high scatter = bright haze
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Anisotropy (scattering direction preference) 0.0 = uniform (isotropic) 0.7+ = forward scatter (bright toward light) Mie scattering for dust/fog: 0.5-0.8
// OPTIMIZATION:
- Render at half or quarter resolution
- Limit ray march steps (32-64 typical)
- Use temporal reprojection to reduce noise
- Cull volumetrics outside camera frustum
- Only enable on capable hardware (quality tier)
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name: HDR and Tonemapping Pipeline description: Managing high dynamic range through the render pipeline when: Setting up HDR rendering, color grading, handling bright lights example: | // HDR Pipeline stages:
-
RENDER IN HDR
- Use floating point render targets (R16G16B16A16_Float)
- Allow values > 1.0 for bright sources
- Sun can be 100+ intensity in HDR
- Preserve full range until tonemapping
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BLOOM EXTRACTION
- Threshold based on luminance (typically > 1.0)
- Bloom before tonemapping to preserve energy
- Soft threshold for gradual falloff
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COLOR GRADING (in HDR)
- LUT or curve adjustments
- Work in log or HDR space
- Lift/Gamma/Gain controls
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TONEMAPPING (HDR -> LDR) // Common operators: Reinhard: x / (x + 1) Reinhard Ext: x * (1 + x/w^2) / (1 + x) ACES Filmic: Industry standard, good rolloff Uncharted 2: Nice highlight compression GT: Neutral, no hue shift
// ACES approximation: vec3 ACESFilm(vec3 x) { float a = 2.51; float b = 0.03; float c = 2.43; float d = 0.59; float e = 0.14; return clamp((x*(ax+b))/(x(c*x+d)+e), 0.0, 1.0); }
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OUTPUT TRANSFORM
- Apply gamma (2.2 for sRGB displays)
- Or use display-specific (HDR10, Dolby Vision)
// EXPOSURE CONTROL: Manual: Fixed EV based on scene Auto: Histogram-based adaptation Hybrid: Auto with min/max limits
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name: Emissive Materials as Light Sources description: Using self-illuminating materials that contribute to lighting when: Neon signs, screens, lava, magical effects need to emit light example: | // Emissive lighting approaches:
-
VISUAL ONLY (no actual light contribution)
- Just set material emission
- Add separate point/spot light
- Cheapest option, most control
- Best for: Most situations
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BAKED EMISSION
- Material contributes to lightmap bake
- Good for: Static neon signs, always-on lights
- Set emission intensity for indirect contribution
- Unity: Emission > Realtime/Baked GI
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REALTIME AREA LIGHTS
- True area light matching emissive shape
- Expensive but accurate
- Good for: Hero lights, cinematics
- HDRP/UE5 support rectangular area lights
// IMPLEMENTATION TIPS:
// Match emissive intensity to light float emissiveIntensity = lightIntensity * emissiveScale; material.SetColor("_EmissionColor", baseColor * emissiveIntensity);
// Fake area light falloff // Place point light slightly behind emissive surface // Larger radius, lower intensity for soft falloff
// Bloom sells emission // Set emission intensity high enough to trigger bloom // Even if actual light contribution is separate
// Flickering/animated emission float flicker = Mathf.PerlinNoise(Time.time * speed, 0); emission = baseEmission * Mathf.Lerp(minFlicker, 1.0, flicker);
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anti_patterns:
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name: Uniform Lighting Everywhere description: Flat, even lighting across the entire scene with no contrast why: Boring visuals, no focal points, washed out appearance, loses depth instead: Create contrast. Dark makes light interesting. Use hero lighting for focus.
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name: All Realtime All The Time description: Using only realtime lights when baking would work why: Massive performance waste. Realtime shadows are expensive. GI impossible in realtime on most hardware. instead: Bake everything static. Reserve realtime for moving lights and dynamic shadows.
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name: Max Resolution Lightmaps description: Setting all lightmap resolutions to maximum why: Explodes memory usage. Bake times become days. Diminishing returns past 32 texels/unit for most surfaces. instead: Budget texels to importance. Hero areas high, background low. Profile memory.
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name: Ignoring Light Probe Placement description: Auto-generating probes without manual adjustment why: Dynamic objects pop/swim through lighting. Probes inside geometry cause black objects. instead: Manually verify probe placement. Dense at transitions. Test with dynamic object.
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name: Skipping Reflection Probes description: Relying only on skybox reflections why: Interiors reflect sky. Metallic objects look wrong. Breaks visual coherence. instead: Place reflection probes in each distinct space. Box projection for interiors.
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name: Overbright Light Stacking description: Multiple overlapping lights without considering additive brightness why: Blown out areas. Incorrect exposure. HDR values spike causing bloom explosion. instead: Plan light coverage. Check combined intensity. Use light groups for testing.
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name: Wrong Color Space for Textures description: Using sRGB textures for lighting data (lightmaps, probes) why: Lighting calculations done in wrong space. Colors shift. Values incorrect. instead: Lightmaps should be linear or RGBM encoded. Configure import settings correctly.
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name: Shadow Distance Matches View Distance description: Casting shadows as far as the camera can see why: Wastes shadow map resolution. Distant shadows are invisible anyway. instead: Shadow distance should match gameplay needs. Fade shadows at distance.
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name: Ignoring Mobile Constraints description: Designing lighting for PC/console without considering mobile why: Mobile can't handle complex lighting. Realtime shadows are luxury. Probes are limited. instead: Design for lowest target first. Add quality tiers. Test early on device.
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name: One Global Ambient Color description: Using single ambient color for entire game why: Every area feels the same. Loses sense of place. Lighting feels flat. instead: Per-area ambient settings. Use sky gradient. Blend between ambient zones.
handoffs:
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trigger: Unity|URP|HDRP|Built-in|Unity lighting to: unity-development priority: 1 context_template: "Lighting implementation in Unity. Pipeline: {user_pipeline}. Need: {user_goal}"
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trigger: Unreal|UE5|UE4|Lumen|Nanite|Unreal lighting to: unreal-engine priority: 1 context_template: "Lighting in Unreal context. Using Lumen: {lumen_enabled}. Need: {user_goal}"
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trigger: Godot|Godot lighting|Godot 4 to: godot-development priority: 1 context_template: "Lighting in Godot. Version: {godot_version}. Need: {user_goal}"
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trigger: Three.js|WebGL|browser lighting|web 3D to: threejs-3d-graphics priority: 1 context_template: "Web-based lighting implementation. Need: {user_goal}"
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trigger: shader|custom shader|lighting shader|PBR shader to: shader-programming priority: 1 context_template: "Custom lighting shader needed. Platform: {platform}. Need: {user_goal}"
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trigger: VR|AR|XR|virtual reality|augmented reality to: vr-ar-development priority: 1 context_template: "VR/AR lighting with performance constraints. Need: {user_goal}"
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trigger: mobile|iOS|Android|mobile lighting to: mobile-game-dev priority: 1 context_template: "Mobile platform lighting optimization. Devices: {target_devices}. Need: {user_goal}"
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trigger: level design|environment|gameplay space to: game-design priority: 2 context_template: "Lighting for gameplay. Area purpose: {area_type}. Need: {user_goal}"
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trigger: performance|optimize|framerate|profiling to: performance-hunter priority: 2 context_template: "Lighting performance issue. Current: {current_perf}. Target: {target_perf}"
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trigger: environment art|3D art|asset creation to: worldbuilding priority: 2 context_template: "Lighting for environment art. Style: {art_style}. Need: {user_goal}"