unity-lighting-vfx

unity-lighting-vfx is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 68 tokens per session (4,219 once invoked), scanned A, a copy of unity-lighting-vfx, MIT.

A guide to lighting and visual effects in Unity, including realtime and precomputed lighting, light probes, reflection probes, particles, visual-effects graphs, and post-processing.

In plain words
What is it for?
Use it when setting up scene lighting, shadows, global illumination, particles, visual effects, or post-processing.
Why use it?
It explains the trade-offs between visual quality, dynamic changes, and runtime performance. This helps choose the right lighting method for static and moving objects.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it when setting up scene lighting, shadows, global illumination, particles, visual effects, or post-processing.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/unity-lighting-vfx
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add IdoCohen560/claude-unity-game-studio --skill unity-lighting-vfx
Clone the repo
git clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studio

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for unity-lighting-vfx

README.md
[![agentmods](https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-lighting-vfx/github.svg)](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-lighting-vfx)
Your own site
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-lighting-vfx"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-lighting-vfx/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for unity-lighting-vfx

Your own site · 80×15
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-lighting-vfx"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-lighting-vfx.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 68 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,219 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 100% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00068 $0.04219
Opus 5 $0.00034 $0.02109
Sonnet 5 $0.00014 $0.00844
Haiku 4.5 $0.00007 $0.00422

Measured 5d ago against content hash 883993faab33, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

unity-lighting-vfx scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 5d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

100% identical to unity-lighting-vfx — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

examples/my-first-game/.claude/skills/unity-lighting-vfx/SKILL.md · 433 lines

How it starts

The opening of the file, as written. The whole thing — 433 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Lighting and Visual Effects

Lighting Modes

Unity provides three light modes controlling how illumination is calculated.

Realtime Lights

  • Calculate lighting every frame at runtime
  • Allow dynamic changes to intensity, color, position
  • Cast shadows up to Shadow Distance
  • Contribute only direct lighting by default (no bounced light)
  • Higher runtime cost, especially in complex scenes or low-end hardware
  • Best for: dynamic objects, flickering effects, moving light sources

Baked Lights

  • Calculations performed in the Unity Editor and saved as lighting data to disk
  • At runtime, Unity loads pre-computed data instead of calculating dynamically
  • Bake both direct and indirect lighting into lightmaps
  • Store information in Light Probes for moving objects
  • Cannot modify light properties at runtime; do not illuminate dynamic GameObjects
  • No specular contributions
  • Best for: static scenery, complex indirect lighting, performance-critical scenarios

Mixed Lights

  • Combine baked indirect lighting with real-time direct lighting
  • Behavior depends on the Lighting Mode setting in the Lighting window
  • Cast real-time shadows (not baked soft shadows)
  • Can change properties at runtime (affects real-time component only)
  • Always more expensive than fully baked lighting
  • Best for: dynamic shadows with baked background lighting

Important: All baked/mixed modes require Baked Global Illumination enabled. Without it, Mixed and Baked lights behave as Realtime.

Light Types

Directional Light

  • Located infinitely far away, emits light in one direction
  • Parallel rays, no distance-based intensity falloff
  • Simulates sun/moon; every new scene includes one by default
  • Links to procedural sky system; rotate to create time-of-day effects

Point Light

  • Located at a point, emits in all directions equally
  • Intensity follows inverse square law (diminishes with distance squared)
  • Use for lamps, explosions, local illumination

Spot Light

  • Located at a point, emits in a cone shape
  • Adjustable cone angle; light diminishes at edges (penumbra)
  • Wider angles create larger fade areas
  • Use for flashlights, headlights, searchlights

Read the full file on GitHub · 433 lines

Files

What ships with it

3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 5d ago First seen · 433 lines · 68 tokens per session scan A 883993faab33

Subscribe to this mod's changes

unity-lighting-vfx is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (18 stars, last pushed 2mo ago), licensed MIT. It adds 68 tokens to every session and 4,219 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to unity-lighting-vfx, differing in 0 lines, and is treated as a copy.

Related

Other skills, from other repositories

swarm

Run a multi-agent audit of a codebase by spawning specialized parallel subagents (security, performance, tests, architecture, dead-code), then synthesize their findings into a single prioritized action plan. Use this whenever the user runs /swarm, asks to "audit the repo," "review this codebase," "find issues across…

Zintellix/Claude-Skills · 138 tokens

memory-loop-setup

Bootstrap the memory loop into any repo or Obsidian vault. Triggers: (1) "set up the memory loop / second brain / warm layer here" or "install this structure in another repo/vault", (2) a new project asking "make the AI remember across sessions and surfaces".

Elliotoh-jin/claude-memory-loop · 66 tokens

discord-intent-application

Helps write the justification text for Discord Developer Portal privileged intent applications (Message Content, Server Members, Presence) for a specific bot. Takes a plain-text description of the bot's functionality and/or an uploaded/local codebase, screens the bot's features against Discord's known rejection…

The-LukeZ/discord-intent-application · 144 tokens

plan-qa

Post-implementation QA planning — independent of /review (the developer chooses whether to run them sequentially or in parallel), only when the change has a running surface worth driving. Interviews the developer to turn the specs and the diff into an executable QA specification (specs/qa/QA- - .md) that /execute-qa…

foyzulkarim/skills · 110 tokens

review

Phase 5 of 5 — triage-first review orchestrator; dispatches up to 17 domain checks in parallel and compiles one report. Use only when the user asks to run Phase 5 or review a PR, branch, or set of changes — never trigger automatically after writing code.

foyzulkarim/skills · 62 tokens

execute-qa

Executes a QA specification (specs/qa/QA- - .md) written by /plan-qa: drives every step with the plan's drivers, verifies each Expected line mechanically ([assert]) or by evidence-backed judgment against the plan's written criterion ([judge]), pauses at named operator handoffs, and writes the results artifact…

foyzulkarim/skills · 106 tokens