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Entities don't cast shadow if they are in camera occlusion-culled region.
Correction: Entities don't cast shadow if they are outside of camera frustum most likely. Terrain iterator seem to already have a routine to set shadow-visible region to "entities visible", so likely not occlusion issue.
Potential solution is to perform a second "should render" check using a shadow-aware frustum during entity rendering, and if passing despite failing the first check, render the entity as shadow extras only.
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