AI agent skill · by @MRCalderon3D
Lighting Lod Pipeline
Define lighting policy, light budgets, LOD chains, and culling rules so 3D scenes look intentional and hit frame budgets.
Archived 2026-10-23 · Source updated 2026-08-20 · License: MIT. Check the original repository for the latest version.
SKILL.md instructions
# Lighting and LOD Pipeline ## Purpose Define lighting policy, light budgets, LOD chains, and culling rules so 3D scenes look intentional and hit frame budgets on the weakest target. ## Use When - 3D scenes need a lighting approach and nothing is decided beyond defaults - frame cost traces to lights, shadows, or geometry density at distance - environments grow and need LODs, culling, and draw-distance policy ## Inputs - art direction for mood, time-of-day needs, and dynamism (static vs day cycle) - target platforms and their lighting capabilities (baking, shadow budgets) - scene inventory: interiors/exteriors, scale, density - frame budget allocation for lighting and geometry ## Process 1. decide the lighting policy explicitly: what is baked (or faked with blob shadows/light textures), what is dynamic, and which single light owns real-time shadows in a typical scene 2. budget lights per scene category: dynamic light count, shadow-casting count, and shadow resolution against the weakest target 3. define the ambient/indirect strategy (baked GI, probes, flat ambient plus tuned materials) consistent with the art direction 4. define LOD chains per asset category: reduction targets per level, switch distances tied to on-screen size, and whether the last level is an impostor or culled 5. set culling and draw-distance policy: occlusion strategy for interiors, distance culling tiers for props and detail layers 6. validate on target: light/shadow cost and LOD transitions measured on the weakest device, with popping checked at gameplay camera speeds ## Outputs - lighting policy sheet (baked/dynamic split, shadow ownership, ambient strategy) - per-scene light and shadow budgets - LOD chain conventions per asset category with switch-distance rules - culling/draw-distance policy and the on-target validation checklist ## Quality Bar - every scene states which lights are dynamic and which cast shadows — defaults are decisions, not accidents - lighting cost is measured within its frame-budget allocation on the weakest target - LOD switches are not visible at normal gameplay camera distance and speed - distant or occluded content is demonstrably culled, not just unlit ## Common Failure Modes - every light dynamic and shadow-casting because that was the default when it was placed - LODs authored once at arbitrary reductions and never tuned to on-screen size, popping constantly - ambient handled by cranking material emissive or fog until baked and dynamic objects no longer match - interiors paying for the whole exterior because no occlusion or portal strategy was decided ## Related Agents - technical-artist - level-designer - performance-reviewer ## Related Commands - art-3d-pass - perf-budget - level-beat ## Related Skills - materials-shading-pipeline - 3d-asset-pipeline - vfx-pipeline ## Notes - Keep this skill aligned with the relevant rules layer and current project documentation. - If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer. - Boundary: this skill owns lighting/LOD policy for content; engine-specific render pipeline settings (e.g. URP/HDRP configuration) belong to the engine layer.