a572f9d360096ba358827d3010b449472440d143
Root cause: TransitionImageLayoutDepth used LayerCount=1, so only layer 0 of the 6-layer cubemap was transitioned to ShaderReadOnlyOptimal. Layers 1-5 stayed in Undefined/DepthStencilAttachmentOptimal → sampling returned garbage → no shadows on surfaces facing those directions. Fix: added layerCount parameter to TransitionImageLayoutDepth (default=1). Shadow cubemap transitions use layerCount=6.
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AI powered Game Engine
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