When you configure Shadow Cascades in your Project, you can choose to use how many cascades there are. Unity calculates the positioning of the cascades within the CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary’s frustum.
The more cascades you use, the less your shadows are affected by perspective aliasing. Increasing the number increases the rendering overhead. However, this overhead is still less than it would be if you were to use a high resolution map across the whole shadow.
In the Built-in Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary, configure Shadow Cascades per quality level property in your Project’s Quality Settings.
In the Universal Render Pipeline (URP), configure Shadow Cascades in the Universal Render Pipeline Asset.
In the High Definition Render Pipeline (HDRP), configure Shadow Cascades for each Volume.