public override void DrawDirectionalShadow(Camera currentCam, ref RenderClusterOptions opts, ref ShadowmapSettings settings, ref ShadowMapComponent shadMap, Matrix4x4[] cascadeShadowMapVP)
        {
            const int     CASCADELEVELCOUNT = 4;
            const int     CASCADECLIPSIZE   = (CASCADELEVELCOUNT + 1) * sizeof(float);
            ComputeShader gpuFrustumShader  = opts.cullingShader;
            StaticFit     staticFit;

            staticFit.resolution     = settings.resolution;
            staticFit.mainCamTrans   = currentCam;
            staticFit.frustumCorners = shadMap.frustumCorners;

            float *clipDistances = stackalloc float[CASCADECLIPSIZE];

            clipDistances[0] = shadMap.shadCam.nearClipPlane;
            clipDistances[1] = settings.firstLevelDistance;
            clipDistances[2] = settings.secondLevelDistance;
            clipDistances[3] = settings.thirdLevelDistance;
            clipDistances[4] = settings.farestDistance;
            opts.command.SetGlobalBuffer(ShaderIDs.verticesBuffer, baseBuffer.verticesBuffer);
            opts.command.SetGlobalBuffer(ShaderIDs.resultBuffer, baseBuffer.resultBuffer);
            for (int pass = 0; pass < CASCADELEVELCOUNT; ++pass)
            {
                Vector2 farClipDistance = new Vector2(clipDistances[pass], clipDistances[pass + 1]);
                PipelineFunctions.GetfrustumCorners(farClipDistance, ref shadMap, currentCam);
                // PipelineFunctions.SetShadowCameraPositionCloseFit(ref shadMap, ref settings);
                Matrix4x4 invpVPMatrix;
                PipelineFunctions.SetShadowCameraPositionStaticFit(ref staticFit, ref shadMap.shadCam, pass, cascadeShadowMapVP, out invpVPMatrix);
                PipelineFunctions.GetCullingPlanes(ref invpVPMatrix, opts.frustumPlanes);
                PipelineFunctions.SetBaseBuffer(baseBuffer, gpuFrustumShader, opts.frustumPlanes, opts.command);
                PipelineFunctions.RunCullDispatching(baseBuffer, gpuFrustumShader, true, opts.command);
                float *biasList = (float *)UnsafeUtility.AddressOf(ref settings.bias);
                PipelineFunctions.UpdateCascadeState(ref shadMap, opts.command, biasList[pass] / currentCam.farClipPlane, pass);
                opts.command.DrawProceduralIndirect(Matrix4x4.identity, shadMap.shadowDepthMaterial, 0, MeshTopology.Triangles, baseBuffer.instanceCountBuffer, 0);
                opts.command.DispatchCompute(gpuFrustumShader, 1, 1, 1, 1);
            }
        }