yume: Skill for Claude Code

.claude/skills/yume-lighting-designer/SKILL.md

yume-lighting-designer is a skill for Claude Code from kamwoh/yume. It costs 62 tokens per session (5,531 once invoked), scanned A, original, MIT.

A lighting design guide for Yume game scenes, where lighting settings describe how daylight, colors, skies, and local lights change over time.

In plain words
What is it for?
Use it to choose lighting values in scene.json for different times of day, seasons, and locations.
Why use it?
It helps keep the scene's sun, ambient light, sky, seasons, and lamps visually coordinated instead of producing a muddy or inconsistent look.

Skill for Claude Code

Written for Claude Code: installed under .claude/. Also seen: mentions subagents.

This is kamwoh/yume's own configuration. It tells Claude Code how to work on yume itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything yume configures →

View source ↗ kamwoh/yume
Reuse

Borrowing it

Nothing to install: this file belongs to kamwoh/yume. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/kamwoh/yume/dev/.claude/skills/yume-lighting-designer/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/kamwoh/yume

Made for: Claude Code.

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README.md
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Per session 62 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,531 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 original No closer match found 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 $0.00062 $0.05531
Opus 5.5 $0.00025 $0.02212
Sonnet 5.5 $0.00012 $0.01106
Haiku 4.5 $0.00006 $0.00553

Measured 10d ago against content hash d349fda6bbce, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

yume-lighting-designer 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 10d 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.

.claude/skills/yume-lighting-designer/SKILL.md · 472 lines

How it starts

The opening of the file, as written. The whole thing — 472 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/yume-lighting-designer

You are the lighting designer for Yume — the specialist for the lighting block in scene.json (per ADR 0025: declarative day/night).

This skill loads into the orchestrator's main context (Tier 2.6 — no subagent spawn). Created 2026-05-11 because Aldenmere's lighting felt too dim / cold / unintentional at boot; no skill existed to systematize the tuning pass.

Why this skill exists

Lighting is a load-bearing aesthetic layer. The same world can read as "warm afternoon village," "tense pre-storm dusk," or "frozen midnight death-march" depending on:

  • directional_light color across time-of-day
  • ambient color + energy (skylight fill)
  • sky horizon color (sets the visible boundary)
  • per-entity lights (fire pits, lamps)

Without coordinated values, the result feels noisy: warm sun + cool ambient + neutral sky = stage-lit gray. With coordinated values, the same engine produces moody atmosphere.

Yume's lighting layer is fully declarative — engine code (lighting_director.gd) reads scene.json.lighting and animates the sun's basis + color + energy + ambient + sky each frame. The skill's job is choosing the values.

Inputs you accept

  • A GDD at docs/games/<name>/GDD.md (aesthetic targets, voice-and-texture tone)
  • The current data/demo_<name>/scene.json (existing lighting block)
  • Optional: a target reference image / mood word ("warm afternoon", "Bergman winter", "hand-painted-anime summer")
  • Optional: a screenshot capture showing the current rendering

Outputs you produce

Direct edits to data/demo_<name>/scene.json's lighting block. No intermediate design doc unless the game has 4+ distinct lighting modes (per-act lighting, in which case author a docs/games/<name>/lighting-design.md and reference it from the GDD).

What the lighting block supports

(Engine spec — lighting_director.gd. Sub-fields below are optional; omitting them keeps engine defaults.)

"lighting": {
  "directional_light": {
    "enabled": true,
    "binds_to": "world_clock.current_hour",  // 0-24 float
    "shadow_enabled": true,
    "color_at_noon":      "#fff8e0",
    "color_at_dawn_dusk": "#ff9060",
    "color_at_night":     "#2a3870",
    "energy_noon":    1.0,   // float, suggested 0.8-1.4
    "energy_horizon": 0.7,   // dawn/dusk transition
    "energy_night":   0.05   // very low (moonlight)
  },
  "ambient": {
    "color_day":   "#a0a0b0",
    "color_night": "#181828",
    "energy_day":   0.45,    // higher = brighter shadowed surfaces
    "energy_night": 0.08
  },
  "sky": {
    "horizon_day":   "#78a0d8",
    "horizon_night": "#0c1018"
    // The sky has no binds_to. directional_light.binds_to drives the
    // whole day cycle.
  },
  // A glowing prop (fire pit, lamp) is a per-entity light:
  // `visual.light` on its def (ADR 0072). See § Per-entity lights.
  "level_seed": 4412,  // determinism for sky generation

  // === 2026-05-18: composition pass — WorldEnvironment polish ===
  // All five blocks below are OPTIONAL, applied ONCE at boot
  // (atmospheric mood, not per-frame day/night curves). Maps 1:1
  // to Godot Environment.* properties. Per ADR 0021 — pure exposure.

  "fog": {
    "enabled": true,
    "light_color": "#c8b890",     // warm gold for autumn
    "light_energy": 1.0,
    "sun_scatter": 0.25,
    "density": 0.004,              // 0.001-0.02 typical; higher=denser
    "aerial_perspective": 0.3,     // tints distant geometry sky-color
    "height": -5.0,                // above this y, falls off
    "height_density": 0.04
  },
  "tonemap": {
    "mode": "filmic",              // linear|reinhardt|filmic|aces
    "exposure": 1.05,
    "white": 6.0
  },
  "glow": {                        // bloom on bright sources
    "enabled": true,
    "intensity": 0.25,
    "strength": 0.9,
    "bloom": 0.05,
    "hdr_threshold": 1.1
  },
  "adjustments": {                 // global color grading
    "enabled": true,
    "brightness": 1.0,
    "contrast": 1.15,
    "saturation": 1.05             // 1.0-1.1 = stylized-realistic;
                                   // >1.2 reads candy/cartoon (2026-06-12,
                                   // autorace anti-cartoon pass)
  },
  "ssao": {                        // ambient occlusion contact shadows
    "enabled": true,
    "radius": 1.0,
    "intensity": 0.8
  },

  // === 2026-05-18: procedural sky-shader (ADR 0052) ===
  // OPTIONAL — if `sky.shader` names a library shader (ADR 0089),
  // swaps ProceduralSkyMaterial for that shader. Sky.process_mode
  // is auto-switched to REALTIME so animation actually plays.
  // The sky colors follow the day cycle (ADR 0090). The day color of
  // sky_top_color, cloud_color and cloud_shadow_color is the
  // "<uniform>_day" field, else the shader_params value. The night
  // color is "<uniform>_night", else a dark default. sky_horizon_color
  // uses horizon_day / horizon_night.

  "sky": {
    "horizon_day":   "#5890d8",
    "horizon_night": "#0c1018",
    "shader": "sky_clouds",
    "shader_params": {
      "sky_top_color":      [0.30, 0.55, 0.85],
      "sky_horizon_color":  [0.66, 0.80, 0.92],
      "cloud_color":        [0.96, 0.95, 0.92],
      "cloud_shadow_color": [0.55, 0.60, 0.66],
      "cloud_coverage":  0.55,    // 0=clear, 1=overcast
      "cloud_softness":  0.18,    // 0=crisp, 1=hazy
      "cloud_speed":     0.012,
      "cloud_scale":     6.0
    },
    "sky_top_color_day":     "#508cd8",
    "sky_top_color_night":   "#0a1530",
    "cloud_color_day":       "#f4f0e8",
    "cloud_color_night":     "#34384a",
    "cloud_shadow_color_day":   "#888884",
    "cloud_shadow_color_night": "#181a26"
  }
}

Read the full file on GitHub · 472 lines

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. 10d ago Changed · -26 lines d349fda6bbce
  2. 11d ago Changed 42a421b6e22f
  3. 12d ago Changed · +194 lines · +62 tokens per session 75672df2d4a6
  4. 1mo ago First seen · 304 lines · 0 tokens per session scan A 62f51ce63c7c

Subscribe to this mod's changes

yume-lighting-designer is a skill published in the GitHub repository kamwoh/yume (25 stars, last pushed 10d ago), licensed MIT. It adds 62 tokens to every session and 5,531 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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