Protected_Protected Optional_Protected_Automatically attach to first found directional light in the scene that casts shadow, if none is attached yet. Call refreshAttachedLight to manually trigger light search.
Cascade break points in normalized depth [0-1]
OptionalcameraCurrent camera used for frustum calculations
OptionalcustomCustom callback for defining cascade splits when mode is 'custom'
Enable/disable the cascaded shadow maps plugin
Extended break data for shader uniforms
Enable fade between cascades for smoother transitions
Individual frustums for each cascade
OptionallightThe main directional light that CSM will be applied to
Generated directional lights for each cascade
Main camera frustum for cascade calculation
Maximum far distance for shadow calculation
Cascade splitting mode: uniform, logarithmic, practical, or custom
Parent object containing all CSM lights
Static Optional ReadonlyOldStatic ReadonlyPluginTotal cascades
Protected_Protected_Protected_Protected_Optionalprefix: stringProtected_Protected_Optionalmeta: SerializationMetaTypeFinds and attaches to the first directional light in the scene that casts shadows
Optionale: anyConfigure shadow parameters for a specific light
CSM light configuration parameters
Optionallight: DirectionalLight & IObject3D<Target light (uses attached light if not specified)
Optionalmeta: SerializationMetaType
Cascaded Shadow Maps (CSM) plugin for high-quality directional light shadows across large scenes.
This plugin implements cascaded shadow mapping to provide better shadow quality across different distances from the camera by splitting the view frustum into multiple cascades, each with its own shadow map at an appropriate resolution.
Features:
Original three-csm implementation - https://github.com/StrandedKitty/three-csm
Example