light-scene

light-scene is a skill for Claude Code, Codex from playcanvas/create-playcanvas. It costs 58 tokens per session (1,273 once invoked), scanned A, original, MIT.

A PlayCanvas lighting and rendering guide for making a 3D scene look like a deliberate cinematic image rather than a flat preview.

In plain words
What is it for?
Use it to set outdoor lighting, image-based reflections, shadows, tone mapping, bloom, fog, and colour grading, including scenes with water.
Why use it?
It brings lighting, sky, shadows, colour, exposure, and post-processing together so the final scene reads clearly in a screenshot.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

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.

agentmods
npx agentmods add skills/playcanvas/create-playcanvas/light-scene
Any agent
npx skills add playcanvas/create-playcanvas --skill light-scene
Clone the repo
git clone --depth 1 https://github.com/playcanvas/create-playcanvas

Made for: Claude Code, Codex.

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 light-scene

README.md
[![agentmods](https://agentmods.dev/badge/skills/playcanvas/create-playcanvas/light-scene.svg)](https://agentmods.dev/skills/playcanvas/create-playcanvas/light-scene)
Your own site
<a href="https://agentmods.dev/skills/playcanvas/create-playcanvas/light-scene"><img src="https://agentmods.dev/badge/skills/playcanvas/create-playcanvas/light-scene.svg" alt="Measured on agentmods" height="20"></a>
Per session 58 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,273 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00058 $0.01273
Opus 5 $0.00029 $0.00636
Sonnet 5 $0.00012 $0.00255
Haiku 4.5 $0.00006 $0.00127

Measured 6d ago against content hash 78fa10bc07e3, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-05, from the pricing page.

Security

Grade A, and why

light-scene 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 6d 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

Copies of this mod

1 near-identical copy found in the catalogue:

skills/light-scene/SKILL.md · 95 lines

How it starts

The opening of the file, as written. The whole thing — 95 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Cinematic rendering

A polished frame is lit and graded, not just populated. Treat lighting, sky, shadows, tone mapping, and post as one pass over the assembled scene, and tune every value against a real screenshot rather than from memory.

Prefer shipped building blocks over hand-written shaders and passes. Discover them with the reuse-scripts skill and adapt the closest official example with find-examples:

  • the core CameraFrame helper for tone mapping, ambient occlusion, bloom, vignette, and grade;
  • a procedural sky and image-based light for ambient colour and reflections;
  • a shadow catcher for grounding subjects that have no lit floor.

For an outdoor scene with water, stop before authoring the scene and read both reuse-scripts and find-examples. Use graphics/water.example.mjs as the initial composition recipe: it already joins the production Water script, sky, sun, CameraFrame, water layer, scene depth, and reflection pipeline. Get that complete frame rendering before replacing its assets or tuning its look. A custom normal-mapped material, tessellated plane, or reflection-coloured mesh is not the baseline and does not substitute for Water when the brief asks for reflective water.

Keep the two named production integrations visible in the implementation:

  • import and create Water from playcanvas/scripts/esm/water.mjs on the water entity, preserving the example's required render component, camera reference, water layer, depth map, and textures;
  • construct CameraFrame from playcanvas for the gameplay camera, set a deliberate tone map and restrained grade, call update(), and destroy it with the application.

Do not continue to cosmetic tuning while either integration is missing or diagnostics report a shader, texture, or framebuffer error.

Stylized and prebaked scenes

When the art direction is deliberately flat or stylized rather than photoreal, or the platform's startup, frame, or payload budget rules out the runtime pipeline above, do not treat Water, CameraFrame, and the sky/IBL bake as mandatory. The sanctioned alternative is baked static lighting via the bake-lighting skill plus custom material shading via the override-shader-chunks skill. Either way, dynamic objects and their attachments must sample or approximate the baked occlusion so they dim to the same levels as the baked surfaces, grounded with contact shadows. Fall back to the runtime pipeline above as the default path when neither trigger holds.

Read the full file on GitHub · 95 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. 6d ago First seen · 95 lines · 58 tokens per session scan A 78fa10bc07e3

Subscribe to this mod's changes

light-scene is a skill published in the GitHub repository playcanvas/create-playcanvas (53 stars, last pushed yesterday), licensed MIT. It adds 58 tokens to every session and 1,273 once invoked, about $0.0003 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 2026-08-30.

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