@pixi/3d
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    Interface LightShadowCascadesOptions

    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.

    const sun = new DirectionalLight({ castShadow: true, shadow: { cascades: 3, maxDistance: 80 } });
    
    interface LightShadowCascadesOptions {
        bias?: number;
        cascades: 1 | 2 | 3 | 4;
        lambda?: number;
        maxDistance?: number;
        normalBias?: number;
        update?: number | number[] | "manual";
    }

    Hierarchy (View Summary)

    Index
    bias?: number

    Depth offset that keeps a surface from shadowing itself; see LightShadow.bias

    0.001
    
    const sun = new DirectionalLight({ castShadow: true, shadow: { bias: 0.002 } });
    
    cascades: 1 | 2 | 3 | 4

    How many slices the camera's view is cut into; see LightShadow.cascades

    const sun = new DirectionalLight({ castShadow: true, shadow: { cascades: 4 } });
    
    lambda?: number

    How the distance is shared out between cascades; see LightShadow.lambda

    0.5
    
    const sun = new DirectionalLight({ castShadow: true, shadow: { cascades: 3, lambda: 0.8 } });
    
    maxDistance?: number

    How far from the camera the cascades reach, in world units; see LightShadow.maxDistance

    50
    
    const sun = new DirectionalLight({ castShadow: true, shadow: { cascades: 3, maxDistance: 120 } });
    
    normalBias?: number

    Offset along the surface normal that keeps a surface from shadowing itself; see LightShadow.normalBias

    const sun = new DirectionalLight({ castShadow: true, shadow: { normalBias: 0.05 } });
    
    update?: number | number[] | "manual"

    How often each cascade redraws; see LightShadow.update

    1
    
    const sun = new DirectionalLight({ castShadow: true, shadow: { cascades: 3, update: [1, 2, 8] } });