ReadonlynameHuman-readable identifier used in graph node labels and error messages.
Square chunk radius around the camera within which shadow geometry is drawn.
StaticcreateInsert the pass into graph for one frame. Implementations call
graph.addPass(name, type, b => { ... }) exactly once and use the
supplied PassBuilder to declare reads, writes, transient
resources, and the execute callback.
Graph being built this frame.
Pass-specific dependency record (handles, scene data, etc.).
Pass-specific output record (typically a set of handles downstream passes will consume).
Release every long-lived GPU resource owned by the pass (pipelines, persistent uniform buffers, samplers, BGLs). Called by the factory or application during teardown. Default implementation is a no-op.
Voxel-world chunk shadow pass (render-graph version).
Appends opaque, alpha-tested transparent, and cross-billboard prop geometry to the cascades produced by
ShadowPass. Each cascade is a separate graph node writing the same persistent shadow map at a different array slice withdepthLoadOp: 'load'.