Taos API Reference
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    Class ShadowPass

    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 depth32float 2D 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.

    Hierarchy (View Summary)

    • Pass<ShadowDeps, ShadowOutputs>
      • ShadowPass
    Index

    Properties

    name: "ShadowPass" = 'ShadowPass'

    Human-readable identifier used in graph node labels and error messages.

    cullCasters: boolean = true

    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).

    Accessors

    Methods

    • 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.

      Parameters

      • graph: RenderGraph

        Graph being built this frame.

      • deps: ShadowDeps

        Pass-specific dependency record (handles, scene data, etc.).

      Returns ShadowOutputs

      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.

      Returns void