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 MRCalderon3D/everything-game-dev-code --skill lighting-lod-pipelinegit clone --depth 1 https://github.com/MRCalderon3D/everything-game-dev-codeWrote 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/mrcalderon3d/everything-game-dev-code/lighting-lod-pipeline)<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/lighting-lod-pipeline"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/lighting-lod-pipeline.svg" alt="Measured on agentmods" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00033 | $0.00735 |
| Opus 5 | $0.00016 | $0.00367 |
| Sonnet 5 | $0.00007 | $0.00147 |
| Haiku 4.5 | $0.00003 | $0.00073 |
Grade A, and why
lighting-lod-pipeline 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.
How it starts
The opening of the file, as written. The whole thing — 69 lines — stays where its author put it; the contents beside it link to each section on GitHub.
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
- 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
- budget lights per scene category: dynamic light count, shadow-casting count, and shadow resolution against the weakest target
- define the ambient/indirect strategy (baked GI, probes, flat ambient plus tuned materials) consistent with the art direction
- 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
- set culling and draw-distance policy: occlusion strategy for interiors, distance culling tiers for props and detail layers
- 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
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 · 69 lines · 33 tokens per session scan A 8377a67ec398
lighting-lod-pipeline is a skill published in the GitHub repository MRCalderon3D/everything-game-dev-code (81 stars, last pushed 18d ago), licensed MIT. It adds 33 tokens to every session and 735 once invoked, about $0.0002 per session on Opus 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 2026-09-03.
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