Cap the cascades a caster mesh renders into: the mesh casts only into cascade layers 0..maxCascade
(0 = the nearest). Lets a scene keep small casters out of the far cascades, where their shadows are
sub-texel anyway — each excluded layer saves that caster's draw + pipeline switch per frame.
Unset (the default) casts into every cascade. Pass Infinity to restore that.
The cap is read when a generator's caster set is (re)supplied through
setShadowTaskCasterMeshes; to change it for an already-registered caster, re-supply the
caster list (a new array) afterwards. Non-cascaded (single-map) generators ignore the cap.
Cap the cascades a caster mesh renders into: the mesh casts only into cascade layers
0..maxCascade(0 = the nearest). Lets a scene keep small casters out of the far cascades, where their shadows are sub-texel anyway — each excluded layer saves that caster's draw + pipeline switch per frame.Unset (the default) casts into every cascade. Pass
Infinityto restore that. The cap is read when a generator's caster set is (re)supplied through setShadowTaskCasterMeshes; to change it for an already-registered caster, re-supply the caster list (a new array) afterwards. Non-cascaded (single-map) generators ignore the cap.