Readonlyname2D cloud-shadow LUT side length in texels. 256 is a good default; raise for sharper cloud-edge shadows, lower to trade a bit of fidelity for cheaper LUT generation.
Side length in world units that the LUT covers (centered on the camera each frame). Should cover the visible godray reach — for a far plane of 600, ~1200 covers the worst-case horizon ray. Make larger to widen the shadow region, smaller for finer per-texel resolution.
StaticcreateRecenter the 2D cloud-shadow LUT on the active camera. Must be called
every frame (after ctx.activeCamera is set) so the LUT rect tracks
the camera and the world-XZ → LUT-UV map stays correct.
Insert 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.
Human-readable identifier used in graph node labels and error messages.