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Lighting Lod Pipeline

Community
MRCalderon3D
lighting-lod-pipeline

Define lighting policy, light budgets, LOD chains, and culling rules so 3D scenes look intentional and hit frame budgets.

Overview

PublisherMRCalderon3D
Repositoryeverything-game-dev-code
Skill namelighting-lod-pipeline
Stars
85
Forks
13
Bundled files
Instructions only
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by MRCalderon3D on GitHub. Read the source before you install it.

Installation

Install the Lighting Lod Pipeline AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/MRCalderon3D/everything-game-dev-code.git /tmp/everything-game-dev-code
mkdir -p .claude/skills
cp -r /tmp/everything-game-dev-code/skills/art-audio-content/lighting-lod-pipeline .claude/skills/lighting-lod-pipeline
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Lighting Lod Pipeline in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Lighting Lod Pipeline on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Lighting Lod Pipeline is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Lighting and LOD Pipeline

Purpose

Define lighting policy, light budgets, LOD chains, and culling rules so 3D scenes look intentional and hit frame budgets on the weakest target.

Use When

  • 3D scenes need a lighting approach and nothing is decided beyond defaults
  • frame cost traces to lights, shadows, or geometry density at distance
  • environments grow and need LODs, culling, and draw-distance policy

Inputs

  • art direction for mood, time-of-day needs, and dynamism (static vs day cycle)
  • target platforms and their lighting capabilities (baking, shadow budgets)
  • scene inventory: interiors/exteriors, scale, density
  • frame budget allocation for lighting and geometry

Process

  1. decide the lighting policy explicitly: what is baked (or faked with blob shadows/light textures), what is dynamic, and which single light owns real-time shadows in a typical scene
  2. budget lights per scene category: dynamic light count, shadow-casting count, and shadow resolution against the weakest target
  3. define the ambient/indirect strategy (baked GI, probes, flat ambient plus tuned materials) consistent with the art direction
  4. define LOD chains per asset category: reduction targets per level, switch distances tied to on-screen size, and whether the last level is an impostor or culled
  5. set culling and draw-distance policy: occlusion strategy for interiors, distance culling tiers for props and detail layers
  6. validate on target: light/shadow cost and LOD transitions measured on the weakest device, with popping checked at gameplay camera speeds

Outputs

  • lighting policy sheet (baked/dynamic split, shadow ownership, ambient strategy)
  • per-scene light and shadow budgets
  • LOD chain conventions per asset category with switch-distance rules
  • culling/draw-distance policy and the on-target validation checklist

Quality Bar

  • every scene states which lights are dynamic and which cast shadows — defaults are decisions, not accidents
  • lighting cost is measured within its frame-budget allocation on the weakest target
  • LOD switches are not visible at normal gameplay camera distance and speed
  • distant or occluded content is demonstrably culled, not just unlit

Common Failure Modes

  • every light dynamic and shadow-casting because that was the default when it was placed
  • LODs authored once at arbitrary reductions and never tuned to on-screen size, popping constantly
  • ambient handled by cranking material emissive or fog until baked and dynamic objects no longer match
  • interiors paying for the whole exterior because no occlusion or portal strategy was decided

Related Agents

  • technical-artist
  • level-designer
  • performance-reviewer

Related Commands

  • art-3d-pass
  • perf-budget
  • level-beat

Related Skills

  • materials-shading-pipeline
  • 3d-asset-pipeline
  • vfx-pipeline

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
  • Boundary: this skill owns lighting/LOD policy for content; engine-specific render pipeline settings (e.g. URP/HDRP configuration) belong to the engine layer.

Frequently asked questions

What does the Lighting Lod Pipeline AI skill do?

Define lighting policy, light budgets, LOD chains, and culling rules so 3D scenes look intentional and hit frame budgets.

Why use Lighting Lod Pipeline on TypingMind?

Because you install it once and use it with any model. Lighting Lod Pipeline is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Lighting Lod Pipeline in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/MRCalderon3D/everything-game-dev-code/tree/main/skills/art-audio-content/lighting-lod-pipeline. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Lighting Lod Pipeline?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Lighting Lod Pipeline?

As many as you like. As long as a model supports skills, you can use Lighting Lod Pipeline with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Lighting Lod Pipeline AI skill free?

Yes. It is published on GitHub by MRCalderon3D under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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