Per-cascade data produced by DirectionalLight.computeCascadeMatrices and consumed by the cascade shadow map render passes.
Combined light projection × view matrix used both to render and sample the cascade.
Far plane (in view space) where this cascade ends.
Light-space Z depth (maxZ − minZ after padding).
World-space size of one shadow-map texel (2 × radius / mapSize).
Per-cascade data produced by DirectionalLight.computeCascadeMatrices and consumed by the cascade shadow map render passes.