Notre avis
Configure l'éclairage et le post-traitement dans Unity pour créer une atmosphère et un rendu visuel soigné.
Points forts
- Couverture complète des types de lumières et effets de post-traitement
- Support des pipelines URP et HDRP avec leurs systèmes de volumes
- Bonnes pratiques intégrées pour l'optimisation des performances
Limites
- Nécessite un projet Unity déjà configuré
- Les réglages automatiques peuvent ne pas convenir à tous les styles artistiques
- Ne gère pas le placement manuel des lumières dans la scène
À utiliser lorsque vous devez installer ou améliorer l'éclairage et l'ambiance d'une scène Unity.
À éviter si l'éclairage est déjà finalisé ou si vous travaillez sur des effets 2D simples sans post-traitement.
Analyse de sécurité
SûrThe skill provides conceptual and instructional content about Unity lighting and post-processing. It does not contain any executable commands, malicious payloads, or instructions that could cause harm. The allowed tools are standard and the skill does not direct the agent to perform risky operations like file deletion or network data exfiltration.
Aucun point d'attention détecté
Exemples
Create a warm sunset atmosphere in Unity with appropriate lighting and post-processing.Set up a dark, scary lighting setup for a horror scene in Unity.Make a bright, colorful cartoon look using Unity lighting and post-processing.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
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