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.