Unity Lighting & Post-Processing Specialist

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Unity lighting setup and post-processing effects for atmosphere and visual polish. Covers URP and HDRP volume systems, lightmaps, and effects like bloom, vignette, and depth of field.

Sby Skills Guide Bot
DevelopmentIntermediate
206/2/2026
Claude CodeCursorWindsurfCopilotCodex
#lighting#post-processing#visuals#urp#hdrp

Recommended for

Our review

Unity lighting and post-processing specialist for atmosphere, mood, and visual polish.

Strengths

  • Covers both direct and indirect lighting
  • Explains common post-processing effects with their performance impact
  • Includes best practices and cautionary notes
  • Handles URP and HDRP pipelines

Limitations

  • Does not cover advanced volumetric lighting
  • Does not address real-time shadow optimization depth
  • Does not detail custom LUT creation
When to use it

Use this skill when you need to set up scene lighting or add post-processing effects for mood and polish in Unity.

When not to use it

Do not use it if you are working outside Unity or require complex procedural lighting systems.

Security analysis

Safe
Quality score88/100

The skill is a static reference guide for Unity lighting and post-processing, containing no executable commands, external URLs, or unsafe instructions. The allowed tools are standard and not directed to perform harmful actions.

No concerns found

Examples

Sunset Mood
Create a warm sunset atmosphere in Unity.
Horror Scene
Set up a dark, scary lighting setup for a horror scene.
Stylized Game Look
Create a bright, colorful cartoon look for a stylized game.

name: lighting-post-processing description: "Unity lighting and post-processing specialist for atmosphere, mood, and visual polish." version: 1.0.0 tags: ["visuals", "lighting", "post-processing", "URP", "HDRP"] argument-hint: "effect='bloom' intensity='1.5' OR light_type='directional'" disable-model-invocation: false user-invocable: true allowed-tools:

  • run_command
  • list_dir
  • write_to_file

Lighting & Post-Processing

Overview

Unity lighting setup and post-processing effects for atmosphere, mood, and visual polish. Covers URP and HDRP Volume system.

When to Use

  • Use when setting up scene lighting
  • Use when adding visual polish (bloom, vignette)
  • Use when creating mood/atmosphere
  • Use when optimizing lighting for performance
  • Use when baking lightmaps

Architecture

┌─────────────────────────────────────────────────────────────┐
│                    LIGHTING SETUP                           │
├─────────────────────────────────────────────────────────────┤
│                                                             │
│  DIRECT LIGHTS           INDIRECT LIGHT                    │
│  ┌──────────────┐       ┌──────────────┐                   │
│  │ Directional  │       │ Lightmaps    │ (Baked)          │
│  │ Point        │       │ Light Probes │ (Dynamic obj)    │
│  │ Spot         │       │ Reflection   │ (Specular)       │
│  │ Area (Baked) │       │ Probes       │                   │
│  └──────────────┘       └──────────────┘                   │
│                                                             │
└─────────────────────────────────────────────────────────────┘

┌─────────────────────────────────────────────────────────────┐
│                  POST-PROCESSING STACK                      │
├─────────────────────────────────────────────────────────────┤
│  Volume (Global/Local) → Profile → Effects                  │
│  ┌────────┐ ┌────────┐ ┌────────┐ ┌────────┐ ┌────────┐   │
│  │ Bloom  │ │ Color  │ │Vignette│ │ DOF    │ │ Motion │   │
│  │        │ │ Grade  │ │        │ │        │ │ Blur   │   │
│  └────────┘ └────────┘ └────────┘ └────────┘ └────────┘   │
└─────────────────────────────────────────────────────────────┘

Light Types

| Type | Use Case | Shadows | |------|----------|:-------:| | Directional | Sun, moon, main light | ✅ | | Point | Lamps, fires, orbs | ✅ | | Spot | Flashlights, spotlights | ✅ | | Area | Soft room lighting | Baked only |

Post-Processing Effects

| Effect | Impact | Use | |--------|:------:|-----| | Bloom | Medium | Glow, HDR highlights | | Color Grading | Low | Mood, LUT | | Vignette | Low | Focus, atmosphere | | Depth of Field | High | Focus effect | | Motion Blur | High | Speed feeling | | Ambient Occlusion | High | Contact shadows | | Screen Space Reflections | High | Reflective surfaces |

Best Practices

  • ✅ Use Global Volume for base settings
  • ✅ Use Local Volumes for area-specific effects
  • ✅ Bake static lighting for performance
  • ✅ Use Light Probes for dynamic objects
  • ✅ Keep bloom subtle (intensity < 1)
  • NEVER use real-time shadows for all lights
  • NEVER enable all effects on mobile
  • NEVER over-saturate color grading

Few-Shot Examples

Example 1: Sunset Mood

User: "Create a warm sunset atmosphere."

Agent:

Directional Light:
- Color: RGB(255, 180, 100)
- Intensity: 1.2
- Rotation: X=15 (low angle)

Volume Profile:
- Color Grading: Warm temperature +20
- Bloom: Intensity 0.5, Threshold 0.9
- Vignette: Intensity 0.3

Example 2: Horror Scene

User: "Dark, scary lighting setup."

Agent:

Lighting:
- Directional: Disabled or very dim
- Point lights: Cold blue, low intensity
- Spot: Harsh white for flashlight

Volume:
- Color Grading: Desaturated, lift shadows blue
- Vignette: 0.4 intensity
- Grain: Enable for film look
- Fog: Volumetric if HDRP

Example 3: Stylized Game

User: "Bright, colorful cartoon look."

Agent:

Lighting:
- Directional: White, Intensity 1.5
- Ambient: Bright gradient sky

Volume:
- No Bloom or subtle
- Color Grading: Boost saturation +10
- No Vignette
- Consider Tonemapping: Neutral

Pipeline Specific

  • URP: Volume system, limited effects
  • HDRP: Full feature set, volumetric fog
  • Built-in: Post Processing Stack v2

Related Skills

  • @shader-graph-expert - Custom effects
  • @vfx-graph-shuriken - Particle bloom interaction
  • @cinemachine-specialist - Camera DOF
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