Skip to content

[HIGH] Refactor shadow architecture: decouple visual LOD from shadow casters #279

@MichaelFisher1997

Description

@MichaelFisher1997

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

Related Issues

Metadata

Metadata

Assignees

No one assigned

    Labels

    bugSomething isn't workingenhancementNew feature or request

    Type

    No type

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions