maxCasterLightZ

Highest CAMERA-RELATIVE light-axis coordinate (dot(lightDir, center - camera) + radius) of any contributor. Consumed only when casterOverflow is set: the per-caster sphere list is the precise mechanism, this is the conservative global fallback that lifts every cascade. Kept camera-relative so ShadowLayer can re-base it to its ANCHORED light axis without planet-magnitude error.