230df67db70a3d6c9a10b837d983aaa0c7ad3d60
UE's far clip is effectively unlimited and shadow distance is an independent parameter. Split kCameraFar (main projection, 10km) from kShadowDistance (cascade splits, unchanged 100m) so distant geometry is no longer clipped while shadow quality stays bit-identical. Main projection now references the shared constants instead of duplicated literals.
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