godot-3d-lighting
Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI baking. Use when implementing realistic 3D lighting, shadow optimization, global illumination, or light probes. Trigger keywords: DirectionalLight3D, OmniLight3D, SpotLight3D, shadow_enabled, directional_shadow_mode, directional_shadow_split, omni_range, omni_attenuation, spot_range, spot_angle, VoxelGI, SDFGI, LightmapGI, ReflectionProbe, Environment, WorldEnvironment.
What this skill does
# 3D Lighting
Expert guidance for realistic 3D lighting with shadows and global illumination.
## NEVER Do
- **NEVER use VoxelGI without setting a proper extents** — Unbound VoxelGI tanks performance. Always set `size` to tightly fit your scene.
- **NEVER enable shadows on every light** — Each shadow-casting light is expensive. Use shadows sparingly: 1-2 DirectionalLights, ~3-5 OmniLights max.
- **NEVER forget directional_shadow_mode** — Default is ORTHOGONAL. For large outdoor scenes, use PARALLEL_4_SPLITS for better shadow quality at distance.
- **NEVER use LightmapGI for fully dynamic scenes** — Lightmaps are baked. Moving geometry won't receive updated lighting. Use VoxelGI or SDFGI instead.
- **NEVER set omni_range too large** — Light attenuation is quadratic. A range of 500 affects 785,000 sq units. Keep range as small as visually acceptable.
- **NEVER hide a Light node using the Visible property to exclude it from a Lightmap bake** — Hiding a light has no effect on the baker. You must change the light's Bake Mode to Disabled.
- **NEVER use VoxelGI with paper-thin walls** — VoxelGI evaluates lighting using a 3D grid. Thin walls (less than one voxel thick) will cause severe light leaking. Seal your geometry or place hidden thick MeshInstance3D blocks around the exterior.
- **NEVER leave shadow bias at default for cascades** — Default bias often causes Peter Panning or light leaking at split transitions. Tune bias per-light based on your scene's scale.
- **NEVER bake LightmapGI without a Denoiser** — Godot's baked lightmaps are noisy by default. Use OIDN or JNLM (in Project Settings) for professional results.
- **NEVER use real-time SDFGI on Mobile/Compatibility renderers** — It is a Forward+ exclusive feature. Use fake GI bounce lights for lower-end platforms.
- **NEVER use 'Update Continuity' in ReflectionProbes for performance** — Keep ReflectionProbes on 'Update Once' and trigger manual updates only when necessary.
---
## Available Scripts
> **MANDATORY**: Read the appropriate script before implementing the corresponding pattern.
### [day_night_cycle.gd](scripts/day_night_cycle.gd)
Dynamic sun position and color based on time-of-day. Handles DirectionalLight3D rotation, color temperature, and intensity curves. Use for outdoor day/night systems.
### [light_probe_manager.gd](scripts/light_probe_manager.gd)
VoxelGI and SDFGI management for global illumination setup.
### [lighting_manager.gd](scripts/lighting_manager.gd)
Dynamic light pooling and LOD. Manages light culling and shadow toggling based on camera distance. Use for performance optimization with many lights.
### [volumetric_fx.gd](scripts/volumetric_fx.gd)
Volumetric fog and god ray configuration. Runtime fog density/color adjustments and light shaft setup. Use for atmospheric effects.
### [shadow_cascade_tuner.gd](scripts/shadow_cascade_tuner.gd)
Expert logic for adjusting DirectionalLight3D shadow split distances dynamically based on sun angle and camera tilt.
### [lightmap_bake_helper.gd](scripts/lightmap_bake_helper.gd)
Advanced LightmapGI configuration pattern using Shadowmasking mode for hybrid static/dynamic shadowing.
### [sdfgi_probe_manager.gd](scripts/sdfgi_probe_manager.gd)
Dynamic quality scaler for real-time Global Illumination (SDFGI). Adjusts cell size and occlusion for performance/quality trade-offs.
### [volumetric_fog_zones.gd](scripts/volumetric_fog_zones.gd)
Smoothly transitioning localized fog density for cave entrances or forest clearings using Tweens and Area3D triggers.
### [fake_gi_bounce.gd](scripts/fake_gi_bounce.gd)
Efficient 'Mobile-GI' pattern. Simulates light bouncing off the floor using non-shadowed directional fill lights.
### [environment_blender.gd](scripts/environment_blender.gd)
Architectural pattern for transitioning WorldEnvironment parameters (Sky, Ambient, Tonemap) during gameplay.
### [shadow_bias_tuner.gd](scripts/shadow_bias_tuner.gd)
Optimization script for correcting 'Peter Panning' and 'Shadow Acne' on high-fidelity directional lights.
### [light_lod_optimizer.gd](scripts/light_lod_optimizer.gd)
Distance-based shadow and visibility culling for OmniLight3D nodes in dense environments.
### [reflection_probe_manager.gd](scripts/reflection_probe_manager.gd)
Performance-aware ReflectionProbe handling using manual 'Update Once' triggers for large environmental changes.
### [spotlight_projector_setup.gd](scripts/spotlight_projector_setup.gd)
High-detail lighting using Projector textures to fake complex shadow patterns (grates, glass ripples).
---
## DirectionalLight3D (Sun/Moon)
### Shadow Cascades
```gdscript
# For outdoor scenes with camera moving from near to far
extends DirectionalLight3D
func _ready() -> void:
shadow_enabled = true
directional_shadow_mode = SHADOW_PARALLEL_4_SPLITS
# Split distances (in meters from camera)
directional_shadow_split_1 = 10.0 # First cascade: 0-10m
directional_shadow_split_2 = 50.0 # Second: 10-50m
directional_shadow_split_3 = 200.0 # Third: 50-200m
# Fourth cascade: 200m - max shadow distance
directional_shadow_max_distance = 500.0
# Quality vs performance
directional_shadow_blend_splits = true # Smooth transitions
```
### Day/Night Cycle
```gdscript
# sun_controller.gd
extends DirectionalLight3D
@export var time_of_day := 12.0 # 0-24 hours
@export var rotation_speed := 0.1 # Hours per second
func _process(delta: float) -> void:
time_of_day += rotation_speed * delta
if time_of_day >= 24.0:
time_of_day -= 24.0
# Rotate sun (0° = noon, 180° = midnight)
var angle := (time_of_day - 12.0) * 15.0 # 15° per hour
rotation_degrees.x = -angle
# Adjust intensity
if time_of_day < 6.0 or time_of_day > 18.0:
light_energy = 0.0 # Night
elif time_of_day < 7.0:
light_energy = remap(time_of_day, 6.0, 7.0, 0.0, 1.0) # Sunrise
elif time_of_day > 17.0:
light_energy = remap(time_of_day, 17.0, 18.0, 1.0, 0.0) # Sunset
else:
light_energy = 1.0 # Day
# Color shift
if time_of_day < 8.0 or time_of_day > 16.0:
light_color = Color(1.0, 0.7, 0.4) # Orange (dawn/dusk)
else:
light_color = Color(1.0, 1.0, 0.9) # Neutral white
```
---
## OmniLight3D (Point Light)
### Attenuation Tuning
```gdscript
# torch.gd
extends OmniLight3D
func _ready() -> void:
omni_range = 10.0 # Maximum reach
omni_attenuation = 2.0 # Falloff curve (1.0 = linear, 2.0 = quadratic/realistic)
# For "magical" lights, reduce attenuation
omni_attenuation = 0.5 # Flatter falloff, reaches farther
```
### Flickering Effect
```gdscript
# campfire.gd
extends OmniLight3D
@export var base_energy := 1.0
@export var flicker_strength := 0.3
@export var flicker_speed := 5.0
func _process(delta: float) -> void:
var flicker := sin(Time.get_ticks_msec() * 0.001 * flicker_speed) * flicker_strength
light_energy = base_energy + flicker
```
---
## SpotLight3D (Flashlight/Headlights)
### Setup
```gdscript
# flashlight.gd
extends SpotLight3D
func _ready() -> void:
spot_range = 20.0
spot_angle = 45.0 # Cone angle (degrees)
spot_angle_attenuation = 2.0 # Edge softness
shadow_enabled = true
# Projector texture (optional - cookie/gobo)
light_projector = load("res://textures/flashlight_mask.png")
```
### Follow Camera
```gdscript
# player_flashlight.gd
extends SpotLight3D
@onready var camera: Camera3D = get_viewport().get_camera_3d()
func _process(delta: float) -> void:
if camera:
global_transform = camera.global_transform
```
---
## Global Illumination: VoxelGI vs SDFGI
### Decision Matrix
| Feature | VoxelGI | SDFGI |
|---------|---------|-------|
| Setup | Manual bounds per room | Automatic, scene-wide |
| Dynamic objects | Fully supported | Partially supported |
| Performance | Moderate | Higher cost |
| Use case | Indoor, small-medium scenes | Large outdoor scenes |
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