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 agentmods add skills/playcanvas/create-playcanvas/light-scenenpx skills add playcanvas/create-playcanvas --skill light-scenegit clone --depth 1 https://github.com/playcanvas/create-playcanvasWrote 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/playcanvas/create-playcanvas/light-scene)<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>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 | $0.00058 | $0.01273 |
| Opus 5 | $0.00029 | $0.00636 |
| Sonnet 5 | $0.00012 | $0.00255 |
| Haiku 4.5 | $0.00006 | $0.00127 |
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.
Copies of this mod
1 near-identical copy found in the catalogue:
- light-scene — 100% identical, 61 lines differ
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
CameraFramehelper 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
Waterfromplaycanvas/scripts/esm/water.mjson the water entity, preserving the example's required render component, camera reference, water layer, depth map, and textures; - construct
CameraFramefromplaycanvasfor the gameplay camera, set a deliberate tone map and restrained grade, callupdate(), 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.
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.
- 6d ago First seen · 95 lines · 58 tokens per session scan A 78fa10bc07e3
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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