Optionalinstance: ClusterInstanceReadonlynameStable identifier used for lookup, signature hashing, and pass-name keying.
When false, the feature is skipped each frame. Toggling triggers a cached-graph invalidation.
Replace (or clear) the clustered mesh instance rendered each frame.
Release GPU resources.
Renders a ClusteredMesh into the engine's deferred G-buffer so the stock lighting / shadows / AO / IBL light it unchanged — the meshlet pipeline (compute cull → vertex-pulling
drawIndirect) integrated into the preset.Insert it after the base geometry feature so it loads + overdraws the shared G-buffer:
The clustered surface is lit, receives shadows/AO, and casts cascaded shadows (per-cascade cluster cull → depth-only drawIndirect). Clipmap/VSM cluster shadows are a follow-up — see TODO/cluster-vsm-shadows.md.