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.
npx skills add IdoCohen560/claude-unity-game-studio --skill unity-lighting-vfxgit clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studioWrote 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.
[](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-lighting-vfx)<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.
<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>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.
| Model | Per session | Once 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 |
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.
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.
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
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.
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.
- 5d ago First seen · 433 lines · 68 tokens per session scan A 883993faab33
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.
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