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Description
Problem
Shadowing still morphs with camera angle (especially low sun) and shows moving red/green contour bands in debug view.
Scope
Deliver a stability-first shadow baseline for LOW without deep architectural rewrites.
Acceptance Criteria
- Flat world + low sun + camera yaw/pitch sweep does not produce moving contour wedges/bands.
Gdebug shadow view remains stable when rotating in place.- LOW preset honors
shadow_cascade_blendas configured. - No camera-space fade hacks in shader that create view-dependent shadow intensity ramps.
- Keep existing non-shadow rendering behavior unchanged.
Proposed Tasks
- Normalize LOW shadow policy (explicit mode flags, no implicit behavior from sample count).
- Remove/replace view-depth low-sun attenuation hacks in terrain shadow path.
- Validate cascade blend behavior and thresholds for LOW.
- Add reproducible validation scenario (flat world + tower + low sun camera sweep).
Related Issues
- [HIGH] Simplify RHI composite - Split into focused subsystem interfaces #272 Simplify RHI composite (related, not blocked)
- [HIGH] Decompose World struct - Separate streaming, rendering, and LOD concerns #273 Decompose World struct (related, not blocked)
- [MED] Add debug tooling - Chunk inspector, wireframe modes, performance overlays #275 Add debug tooling (related, helps validation)
- Shadow System Refactoring: SOLID Violations & Monolithic VulkanContext #174 Shadow system refactor (historical context)
- Intermittent massive shadow artifact below player - Shadow system has uninitialized memory and race conditions #243 Prior shadow artifact fix (historical context)
Execution Order
- Do this issue first before deeper shadow refactors.
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bugSomething isn't workingSomething isn't workingenhancementNew feature or requestNew feature or requestquestionFurther information is requestedFurther information is requested