What problem does it solve?
This Skill helps you tune a Godot 3D pixel-art scene so it stays readable at low resolution, with clear shadows, stable lighting, and controlled highlights instead of blurry or blown-out results.
Core Features & Use Cases
- Readable sun lighting: Sets up a single DirectionalLight3D with a fixed angle for a strong, legible shadow cue.
- Hard shadow tuning: Adjusts shadow bias and distance to reduce acne, peter-panning, and shadow popping without softening the edge.
- Ambient and tonemap control: Uses Sky or Color ambient fill plus Filmic tonemapping with fixed exposure to keep dark areas visible and highlights under control.
- Use case: A level looks black in the SubViewport, the player’s landing shadow is too soft to read, or bright surfaces are clipping to white during blockout review.
Quick Start
Ask for a Godot lighting pass that configures one DirectionalLight3D, Sky-based ambient fill, and Filmic tonemapping with fixed exposure for a pixel-readable level.