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Bevy 3d Lighting Agent Skill

Spawn and tune Bevy 0.20 directional, point, and spot lights, cascade shadows, distance fog, and a nearest-light shadow budget. Use when a 3D scene needs a sun, local lights, or fog on the camera. Keywords: DirectionalLight, PointLight, SpotLight, CascadeShadowConfig, DistanceFog, bevy_light.

2.4k tokens
context cost
SKILL.md, read when the skill is used
2
files
plus reference files
0
copies elsewhere
how many repositories repackaged it
854
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-3d-lighting

What comes with it

922 bytes besides the instruction
references/ecs-ownership.md

The instruction itself

15 sections, as written by the author

Bevy 3D lighting

When to use

Load this when a 3D scene needs lights. Materials stay on bevy-3d-materials. Spawn light entities; clustering and shadow extraction stay engine-owned.

ECS shape

  • Module: bevy::light says it provides directional, point, and spot lights, plus light probes, atmosphere, volumetrics, and shadow configuration.
  • Feature: bevy_light is described the same way on the crate feature list.
  • PBR page names: DirectionalLightViewEntities, ExtractedDirectionalLight, ExtractedPointLight, ExtractedRectLight, GpuClusteredLight (point, spot, or rectangle), DistanceFog, LightProbePlugin, ContactShadows.
  • Systems: light clustering and extraction are engine-owned. Gameplay only spawns light entities.

Light choice

| Need | Spawn |

| --- | --- |

| Sun | DirectionalLight plus CascadeShadowConfig on one entity. |

| Local omni | PointLight (intensity in lumens, range in meters). |

| Cone | SpotLight with inner_angle and outer_angle in radians. |

| Distance haze | DistanceFog on the camera entity. |

| Local image-based lighting | LightProbe with EnvironmentMapLight cubemap handles. |

bevy_solari is the experimental raytraced-lighting Cargo feature. These examples use the raster lights in bevy::light.

[dependencies]
bevy = "0.20"
use bevy::light::{
    CascadeShadowConfig, CascadeShadowConfigBuilder, DirectionalLightShadowMap, SunDisk,
};

fn spawn_sun(mut commands: Commands) {
    commands.insert_resource(DirectionalLightShadowMap { size: 4096 });
    let cascades: CascadeShadowConfig = CascadeShadowConfigBuilder {
        num_cascades: 4,
        minimum_distance: 0.1,
        first_cascade_far_bound: 10.0,
        maximum_distance: 500.0,
        overlap_proportion: 0.2,
    }
    .into();
    commands.spawn((
        DirectionalLight {
            illuminance: 10_000.0,
            shadow_maps_enabled: true,
            shadow_depth_bias: DirectionalLight::DEFAULT_SHADOW_DEPTH_BIAS,
            shadow_normal_bias: DirectionalLight::DEFAULT_SHADOW_NORMAL_BIAS,
            color: Color::srgb(1.0, 0.96, 0.9),
            ..default()
        },
        cascades,
        SunDisk::EARTH,
        Transform::from_rotation(Quat::from_euler(EulerRot::XYZ, -0.8, 0.4, 0.0)),
    ));
}

pub struct SunPlugin;

impl Plugin for SunPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Startup, spawn_sun);
    }
}
fn spawn_local_lights(mut commands: Commands) {
    commands.spawn((
        PointLight {
            intensity: 800.0,
            range: 8.0,
            radius: 0.1,
            shadow_maps_enabled: false,
            color: Color::srgb(1.0, 0.65, 0.3),
            ..default()
        },
        Transform::from_xyz(2.0, 1.5, 0.0),
    ));
    commands.spawn((
        SpotLight {
            intensity: 4_000.0,
            range: 18.0,
            inner_angle: 0.2,
            outer_angle: 0.45,
            shadow_maps_enabled: true,
            color: Color::WHITE,
            ..default()
        },
        Transform::from_xyz(0.0, 2.2, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
    ));
}

fn spawn_fog_camera(mut commands: Commands) {
    commands.spawn((
        Camera3d::default(),
        DistanceFog {
            color: Color::srgb(0.65, 0.7, 0.78),
            directional_light_color: Color::srgb(1.0, 0.9, 0.7),
            directional_light_exponent: 8.0,
            falloff: FogFalloff::Linear {
                start: 20.0,
                end: 90.0,
            },
        },
        Transform::from_xyz(0.0, 2.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
    ));
}

fn orbit_sun(time: Res<Time>, mut suns: Query<&mut Transform, With<DirectionalLight>>) {
    for mut transform in &mut suns {
        transform.rotation = Quat::from_euler(
            EulerRot::XYZ,
            -std::f32::consts::FRAC_PI_2 + time.elapsed_secs() * 0.04,
            0.35,
            0.0,
        );
    }
}

fn keep_nearest_point_shadows(
    camera: Query<&GlobalTransform, With<Camera3d>>,
    mut lights: Query<(&GlobalTransform, &mut PointLight)>,
) {
    let Ok(view) = camera.single() else {
        return;
    };
    let origin = view.translation();
    let mut ranked: Vec<(f32, Mut<PointLight>)> = lights
        .iter_mut()
        .map(|(transform, light)| (transform.translation().distance(origin), light))
        .collect();
    ranked.sort_by(|a, b| a.0.total_cmp(&b.0));
    for (index, (_, light)) in ranked.iter_mut().enumerate() {
        light.shadow_maps_enabled = index < 4;
    }
}

pub struct LightingPlugin;

impl Plugin for LightingPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Startup, (spawn_local_lights, spawn_fog_camera))
            .add_systems(Update, (orbit_sun, keep_nearest_point_shadows).chain());
    }
}

Expert Knowledge Delta

Target: Bevy 0.20+.

Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.

Who owns state

| Piece | Owner | Who may mutate | Schedule |

| --- | --- | --- | --- |

| Data on one entity | Component | One system via Query | Update or FixedMain |

| One value for the whole app | Resource | One system | Startup to insert, then the schedule that reads it |

| Spawn | Commands | The spawning system | Startup for the initial world; later schedules for runtime spawn |

| Order that must not race | .chain() | The chained systems only | Same schedule |

| Plugin boundary | Plugin | build registers systems and resources | Before the app runs |

Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.

Decision

| If you need | Do this | Do not |

| --- | --- | --- |

| Per-entity data | Component + Query | One script that owns the whole actor |

| App-wide config or clock | Resource | Copy the value onto every entity |

| Stable simulation step | FixedMain and the Fixed clock | Tie simulation to raw frame Update |

| Startup spawn | Commands in Startup | Spawn from a render system |

| Cross-system notice that is not shared state | Message or observer slot in bevy-events-messaging | A new event type invented in this file |

| An API outside the documented set | Check the official docs first | A made-up crate or API |

Load references/ecs-ownership.md for the ownership table.

NEVER

  • Do not pin /0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose.
  • Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless .chain() orders them.
  • Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
  • No light-node types from another engine. WHY: a ported node API will not cluster, extract, or cast cascades the way bevy::light does.
  • No foreign engine types in Bevy code. WHY: the schedule, queries, and light components only exist on Bevy entities.
  • No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

The library pin on bevy-master stays 0.20.0. Load references/ecs-ownership.md when deciding whether a light value is a component or a resource. Do not load it for material authoring.

Official Documentation

  • Assets - Official asset catalog. No third-party crate was selected.
  • Examples - Example tree on the latest branch.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.
Prerequisites
Complements
Downstream / consumers
  • None yet.
Master

How to use it

Copy the folder

Take thedivergentai/bevy-3d-lighting from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.