Implement shadow mapping for directional and point lights. ### Parent Issue Part of the 3D scene pipeline improvements. ### Current State No shadow casting exists. Lighting is PBR (Cook-Torrance GGX in `standardShader.frag`) with point and directional lights, all unshadowed. ### Tasks: - [ ] Implement shadow map rendering pass (depth pre-pass from light perspective) - [ ] Add shadow map textures (`VkImage` with depth format) - [ ] Implement shadow comparison in the fragment shader (PCF filtering) - [ ] Support directional light cascaded shadow maps (CSM) - [ ] Support point light shadows (cube map or dual-paraboloid) - [ ] Add shadow settings to light components (bias, resolution, cascade count) - [ ] Implement shadow debug visualization in Scene View ### Acceptance Criteria: - Directional lights cast hard and soft shadows. - Point lights cast omnidirectional shadows. - Shadow artifacts (acne, peter-panning) are controllable via bias settings. - Shadow settings are configurable per-light in the Inspector. ### Related: - #40 (Standard Library Components — light components) - #39 (RHI — depth texture abstraction)
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