Priority: High | Effort: Medium
Replace the single 4K shadow map with 3-4 cascades covering near/mid/far ranges.
Current state
- Single 4096x4096 shadow map, ±30 world unit frustum
- Camera-following with texel snap, 16-tap Poisson PCF
- Dynamic-offset uniform buffer for per-node transforms
What's needed
- Split camera frustum into N slices (0-10, 10-30, 30-100 units)
- One shadow pass per cascade with tighter ortho fit
- Scene shader samples correct cascade based on fragment depth
- Smooth blend between cascades
Key files
- native/shared/src/shadows.rs
- native/shared/src/renderer.rs (shadow pass + sample_shadow WGSL)
Priority: High | Effort: Medium
Replace the single 4K shadow map with 3-4 cascades covering near/mid/far ranges.
Current state
What's needed
Key files