# GRAPHICS::CASCADE_SHADOWS_SET_CASCADE_BOUNDS

- **Hash:** `0xD9EDB2E4512D563E`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `CascadeShadowsSetCascadeBounds`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/CASCADE_SHADOWS_SET_CASCADE_BOUNDS

## Signature

```c
void CASCADE_SHADOWS_SET_CASCADE_BOUNDS(Any p0, BOOL p1, float p2, float p3, float p4, float p5, BOOL p6, float p7);
```

## Parameters

- `p0` (`Any`)
- `p1` (`BOOL`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`BOOL`)
- `p7` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
CascadeShadowsSetCascadeBounds(p0, p1, p2, p3, p4, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0xD9EDB2E4512D563E, p0, p1, p2, p3, p4, p5, p6, p7)
```

### JavaScript

```js
CascadeShadowsSetCascadeBounds(p0, p1, p2, p3, p4, p5, p6, p7);

// by hash
Citizen.invokeNative('0xD9EDB2E4512D563E', p0, p1, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6, p7 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD9EDB2E4512D563E, p0, p1, p2, p3, p4, p5, p6, p7);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*
