How to customize buffers based on shadow cascade?

Hi,

I’m creating a voxel system entirely on the GPU. The system does frustum culling on the GPU, and assembles all the triangles needed onto a single buffer so I can draw it all in a single Graphics.RenderPrimitivesIndexedIndirect call.

The issue is that I want to support shadow cascades in URP, but I have no way to “create” a render call for each individual shadow cascade (and perform culling appropriate to each shadow cascade). I also have no way to get the frustum used in each shadow cascade calls.

How am I supposed to do shadow caster culling? Right now I had to toggle off shadow cascade entirely to get my FPS from 150fps back to 400fps.

Is there no way to provide different material property blocks to a Graphics.Draw/Graphics.Render call based on the shadow cascade? Or to toggle off visibility of certain objects per cascade?