Skip to content
cccskills
FreePublished on GitHub

light-scene

Use when lighting or rendering a PlayCanvas scene, covering lights, ambient and environment lighting, sky, shadows, tone mapping, exposure, fog, and post-processing.

The English summary is being prepared. Showing the original description.

See how to install

Files included (1)

  • SKILL.md2.0 KB

SKILL.md (original)

Review the instructions the agent will receive before you install.

Light and render a scene

Engine defaults give a flat, dark image; change them deliberately. Tune against inspected screenshots, one class of value at a time.

Defaults to change

  • scene.ambientLight is black, so unlit sides render pure black. Light ambient and reflections from an environment atlas or skybox, or set an ambient colour.
  • Cameras default to TONEMAP_LINEAR. Choose TONEMAP_NEUTRAL, TONEMAP_ACES2, or TONEMAP_FILMIC (on cameraFrame.rendering.toneMapping when using CameraFrame), set exposure, then balance light intensities to it.
  • Shadows are off. Enable castShadows on the key light. Directional shadowDistance is 40 m, so use cascades for large scenes, and SHADOWUPDATE_THISFRAME for static shadows. Size resolution to the framed subject.
  • Lights shine along local -Y (apply-conventions).

Use what ships

  • CameraFrame handles tone mapping, bloom, SSAO, DOF, vignette, and grading. Call update() after changes and destroy it with the app. Keep bloom intensity within the documented 0 to 0.1.
  • scene.sky.type (SKYTYPE_DOME, SKYTYPE_BOX, SKYTYPE_INFINITE) grounds an environment sky.
  • The ProceduralSky script owns a linked sun light: set the light's base intensity, then tune elevation and azimuth on the sky, not the light.
  • The ShadowCatcher script grounds subjects that have no lit floor.
  • Clustered lighting is on by default, so many point and spot lights are cheap.
  • Bake static lights with bake-lighting; stylize shading with override-shader-chunks.

Find each integration's example with find-examples.

Warning signs

  • Albedo washing toward white: reduce exposure, sky, and light intensity before darkening materials.
  • Large areas clipped white or crushed black: rebalance exposure and lights before adding post.
  • A fog colour that differs from the sky horizon breaks the horizon line.

Reviews

No reviews yet. Tell others what you thought.

Comments

No login needed. Share how it worked for you, ask a question, or note where it did not run.

No comments yet. Be the first to write one.

Comments are published right away. Do not include personal information such as email addresses or phone numbers. Up to 2 URLs.

0 / 1,000 characters

This form is protected by reCAPTCHA, and the Google Privacy Policy and Terms of Service apply.

More skills from this repository

Use when adding visual effects to a PlayCanvas app, to choose between particle systems, shader chunks, runtime meshes, and post-processing.

The English summary is being prepared. Showing the original description.

playcanvas/skills28Updated Oct 13, 2026

Use when writing PlayCanvas Engine code touching transforms, cameras, lights, materials, meshes, bounds, or imports, to apply Engine conventions and avoid legacy APIs.

The English summary is being prepared. Showing the original description.

playcanvas/skills28Updated Oct 13, 2026

Use when composing PlayCanvas entity hierarchies from models, colliders, rigid bodies, and scripts, so each object has one semantic root and clear lifecycle.

The English summary is being prepared. Showing the original description.

playcanvas/skills28Updated Oct 13, 2026

Use when static PlayCanvas lighting, shadows, or ambient occlusion cost too much per frame and should be baked into lightmaps.

The English summary is being prepared. Showing the original description.

playcanvas/skills28Updated Oct 13, 2026

Use when creating or restructuring a PlayCanvas app with the Engine API, @playcanvas/react, or @playcanvas/web-components, covering bootstrap, input, resize, physics, update loop, UI, and lifecycle.

The English summary is being prepared. Showing the original description.

playcanvas/skills28Updated Oct 13, 2026

Use before repeatedly placing GLB models in PlayCanvas to record each asset's uniform scale, grounding offset, pivot compensation, and yaw once.

The English summary is being prepared. Showing the original description.

playcanvas/skills28Updated Oct 13, 2026

See all skills by playcanvas

Report a problem with this skill