Individual skill

scenario-godot-rendering-lighting

Use when lighting or rendering a Godot 4.7 3D scene: pick a renderer (Forward+, Mobile, Compatibility), choose GI (SDFGI, VoxelGI, LightmapGI, reflection probes), bake lightmaps without a mouse, tune WorldEnvironment, tonemapper (AgX, ACES, Filmic), glow, fog, volumetric fog and god rays, shadows and shadow acne, quality presets for PC and phones, Compositor post effects, or when 'my scene looks flat', 'too dark indoors', 'light leaks', 'lightmap is black', 'looks different on mobile'.

skills/game-engines/godot/scenario-godot-rendering-lighting/SKILL.md

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# Godot rendering and lighting (lighter / graphics technical artist)

Target: Godot 4.7.2.stable, macOS Apple Silicon (Metal by default).

Expert level here means that lighting comes from a measured loop: a calibration scene, one variable
at a time, a rendered image looked at after every change, numbers on that image, and a GPU cost for
every effect. The renderer and the GI method are chosen first, because they decide what the other
settings can do. The art direction (value pattern, warm and cool, focal contrast) is judged on
pixels the agent actually opened, never on the inspector. If a sibling skill named here is missing
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.

**REQUIRED BACKGROUND:** scenario-godot-expert (channels, `gd_run`, the review loop, 4.7 traps).
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