OptionalbiasDepth offset that keeps a surface from shadowing itself; see LightShadow.bias
How many slices the camera's view is cut into; see LightShadow.cascades
OptionallambdaHow the distance is shared out between cascades; see LightShadow.lambda
OptionalmaxHow far from the camera the cascades reach, in world units; see LightShadow.maxDistance
OptionalnormalOffset along the surface normal that keeps a surface from shadowing itself; see LightShadow.normalBias
OptionalupdateHow often each cascade redraws; see LightShadow.update
Shadow options for cascaded shadow maps, which follow the camera, for a directional light
The camera's view is cut into slices by distance, and each slice gets its own shadow map, so nearby shadows stay sharp however large the world is. Suits open worlds and anything the camera roams across. Spot lights ignore cascades.
Example