Babylon.js materials and lighting
Helps surfaces look right under the game’s actual lighting and renderer. It checks texture meaning, reflections and transparency before adding costly effects to compensate for an incorrect setup.
babylonjs-materials-lighting
See how it helpsWhen is it useful?
Use when imported models look incorrect or shadows and transparent surfaces behave unexpectedly.
What does it help you do?
- Checks color handling, packed texture channels and environment lighting first.
- Chooses material features that meet the artwork need with reasonable rendering cost.
- Compares bright, dark and overlapping transparent scenes on intended graphics paths.
Try asking this
Our metal spaceship looks plastic in daylight and disappears behind its glass canopy. Check texture channels, environment lighting and transparency ordering. Compare the same ship in a bright hangar and a dark mission scene, explaining each visual correction and its rendering cost.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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Babylon.js — materials lighting
Use when tuning Babylon PBR materials, shadows, postprocessing or custom shaders.
Version and project gate
Inspect package.json and lockfile, Babylon package family and exact version, engine creation, WebGL/WebGPU choice, canvas hosting, loaders, physics plugin version and asset ownership. Keep Babylon Lite and the full engine APIs distinct. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.
Work
Read the active render pipeline and color-management conventions. Check glTF texture channel packing, transparency mode, environment lighting and shadow ownership before adjusting exposure. Choose the least expensive material feature that satisfies the art requirement and preserve engine-version shader conventions.
Deliver
A material/light change with representative visual comparisons and its expected render cost. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
A brighter environment can conceal incorrect color space or packed channels; transparency ordering is not fixed by raising exposure.
Acceptance scenario
Inspect the same asset under bright and dark lighting, with overlapping transparent surfaces and the intended mobile graphics path. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.
Scope and sources
This skill belongs to Ziva. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.
Included files 1
SKILL.md
