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Description
Problem
Visual terrain LOD behavior and shadow casting are still coupled enough to cause instability/artifacts under streaming and low sun angles.
Goal
Refactor shadow casting so it is independent from visual LOD seam/offset logic, with clear ownership boundaries and explicit policy configuration.
Scope
- Introduce a dedicated shadow-caster source path (chunk-only or shadow-LOD representation).
- Remove reliance on visual-only mesh adjustments for shadow pass behavior.
- Clarify shadow policy inputs in uniforms/config (avoid overloaded cloud/shader params).
- Add targeted debug channels for CSM/cascade index/caster coverage diagnostics.
Acceptance Criteria
- Shadow caster set is explicit and testable.
- No detached/morphing artifacts caused by visual LOD offsets in shadow pass.
- Stable behavior across streaming boundaries.
- Shadow controls map 1:1 from settings to shader/runtime behavior.
Dependencies / Order
- Depends on [HIGH] Stabilize sun shadows on LOW preset (camera-angle morphing) #278 and should be done after [HIGH] Stabilize sun shadows on LOW preset (camera-angle morphing) #278 (baseline stability first).
Related Issues
- [HIGH] Simplify RHI composite - Split into focused subsystem interfaces #272 Simplify RHI composite
- [HIGH] Decompose World struct - Separate streaming, rendering, and LOD concerns #273 Decompose World struct
- [MED] Add debug tooling - Chunk inspector, wireframe modes, performance overlays #275 Add debug tooling
- Refactor lod_manager.zig - Separate LOD Logic from GPU Operations #246 LOD manager GPU decoupling (completed precursor)
- Shadow System Refactoring: SOLID Violations & Monolithic VulkanContext #174 Shadow system refactor (historical context)
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