forge-cascaded-shadow-maps

Compute and render directional-light cascaded shadow maps with PCF soft shadows in SDL GPU applications.

36|6|Updated Mar 25, 2026
One-click install
npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-cascaded-shadow-maps-nebulavenus
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: forge-cascaded-shadow-maps
Source: https://github.com/Nebulavenus/forge-gpu/tree/main/.claude/skills/forge-cascaded-shadow-maps
Command: npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-cascaded-shadow-maps-nebulavenus

SYSTEM DOCUMENTATION & REQUIREMENTS

## What problem does it solve? Cascaded shadow maps with PCF soft shadows address the problem of shadow detail loss and aliasing in large, directional-light scenes by splitting the view frustum into cascades and sampling with a 3x3 PCF kernel. In an SDL3 GPU project, this technique provides stable, high-resolution shadows across vast environments while keeping performance manageable.

## Core Features & Use Cases

  • Cascaded shadow maps (CSM) with 3x3 PCF sampling across cascades
  • Depth-only shadow passes per cascade
  • Light-viewport computation per cascade and orthographic projection
  • Shadow map texturing and sampling in the scene pass

### Quick Start Initialize a directional light and enable cascaded shadow maps to render PCF-soft shadows.

Frequently Asked Questions about forge-cascaded-shadow-maps

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I implement cascaded shadow maps with PCF soft shadows in an SDL GPU application?▼

To implement cascaded shadow maps in an SDL GPU application, you split the view frustum into cascades, compute per-cascade light-space transforms, render depth-only shadow passes, and sample shadows using a 3x3 PCF kernel in the scene pass.

Why do I get shadow acne when rendering directional light shadow maps in SDL3?▼

Shadow acne in directional light shadow maps occurs when depth precision is insufficient. You can prevent shadow acne by applying proper depth bias and configuring your shadow sampler with clamp-to-edge addressing during the depth-only shadow passes.

What is the best way to render high-resolution shadows across large environments without aliasing?▼

Cascaded shadow maps address shadow detail loss and aliasing in large environments by splitting the view frustum into multiple cascades, sampling each with a 3x3 PCF kernel to provide stable, high-resolution directional light shadows.

Do I need depth textures and specific sampler configurations to render CSM in an SDL GPU project?▼

Yes, rendering cascaded shadow maps requires depth textures for the depth-only shadow passes and a sampler configured for clamp-to-edge to properly handle shadow map texturing and sampling during the scene pass.

How does per-cascade split-depth calculation work for directional light shadow mapping?▼

Per-cascade split-depth calculation partitions the view frustum into segments, allowing each cascade to render a depth-only shadow pass with an orthographic projection, ensuring high-resolution shadow detail is maintained across the scene.