ReadonlynameHuman-readable identifier used in graph node labels and error messages.
When true (default), each cascade frustum-culls its caster list against the cascade's orthographic box (skipping the near plane so depth-clamp pancaking still works).
Most recently computed cascades (from updateScene).
StaticcreateConvenience: recompute cascade matrices from the supplied scene/camera/light and cache them for the next addToGraph call. Equivalent to passing the cascades directly via deps.
OptionalshadowFar: numberInsert 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.
Cascaded shadow map (CSM) pass for the scene's directional sun light (render-graph version).
Renders depth from the directional light's POV into a persistent
depth32float2D array texture (one render pass per cascade). The shadow map texture lives on the graph's persistent resource cache and survives graph rebuilds; downstream passes (lighting, godrays) consume it via the handle returned from addToGraph.