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/shellishack/3d-web-game-dev-skills/lightingnpx skills add Shellishack/3d-web-game-dev-skills --skill lightinggit clone --depth 1 https://github.com/Shellishack/3d-web-game-dev-skillsWrote 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/shellishack/3d-web-game-dev-skills/lighting)<a href="https://agentmods.dev/skills/shellishack/3d-web-game-dev-skills/lighting"><img src="https://agentmods.dev/badge/skills/shellishack/3d-web-game-dev-skills/lighting.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 | $0.00000 | $0.01042 |
| Opus 5 | $0.00000 | $0.00521 |
| Sonnet 5 | $0.00000 | $0.00208 |
| Haiku 4.5 | $0.00000 | $0.00104 |
Grade A, and why
lighting 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 4d 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 — 103 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Dynamic World Lighting
Use this skill when adding reusable outdoor lighting, fog, shadows, and post-processing to a 3D web game.
Pattern
Create lighting through a single world-environment module that returns a small lighting handle. The handle should contain ambient light, key directional light, shadow generator, optional sky material, optional celestial meshes, and post-processing pipeline references.
Keep setup and updates separate:
- setup creates lights, shadow settings, fog defaults, sky material, and render pipeline
- update computes time-of-day values and applies them every frame
import { Color3, DirectionalLight, HemisphericLight, Scene, ShadowGenerator, Vector3 } from '@babylonjs/core'
export interface LightingRig {
ambient: HemisphericLight
key: DirectionalLight
shadows: ShadowGenerator
weather: WeatherProfile
}
export interface WeatherProfile {
fogBoost: number
lightScale: number
starScale: number
}
export function createLightingRig(scene: Scene, weather: WeatherProfile, shadowHalfSize: number): LightingRig {
scene.fogMode = Scene.FOGMODE_EXP2
scene.fogDensity = 0.006 + weather.fogBoost
const ambient = new HemisphericLight('ambient-light', new Vector3(0.25, 1, 0.35), scene)
ambient.intensity = 0.8
ambient.specular = Color3.Black()
const key = new DirectionalLight('main-directional-light', new Vector3(-0.3, -0.8, -0.25), scene)
key.intensity = 1
key.orthoLeft = -shadowHalfSize
key.orthoRight = shadowHalfSize
key.orthoTop = shadowHalfSize
key.orthoBottom = -shadowHalfSize
const shadows = new ShadowGenerator(2048, key)
shadows.useBlurExponentialShadowMap = true
shadows.blurKernel = 24
return { ambient, key, shadows, weather }
}
Lighting Model
Use a hemispheric or ambient light for base readability and a directional light for sun/moon shadows. Drive both from a normalized cycle value in the range 0..1.
Typical update flow:
- Convert elapsed time to a cycle fraction.
- Map the fraction to an orbit angle.
- Calculate sun altitude and direction.
- Derive daylight and moonlight weights.
- Lerp light colors, fog color, ambient color, and shadow darkness.
- Move the directional light to match the active celestial source.
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.
- 4d ago First seen · 103 lines · 0 tokens per session scan A 875cbf236fcd
lighting is a skill published in the GitHub repository Shellishack/3d-web-game-dev-skills (5 stars, last pushed 2mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,042 tokens. 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 2026-08-31.
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