init( builder ) {

		const light = this.originalLight;
		const parent = light.parent;

		const width = this.shadowSize.right - this.shadowSize.left;
		const height = this.shadowSize.top - this.shadowSize.bottom;

		const tileCount = this.tiles.length;
		const shadowWidth = this.config.resolution.width;
		const shadowHeight = this.config.resolution.height;

		// Clear existing lights/nodes if re-initializing
		this.disposeLightsAndNodes();

		const depthTexture = new DepthTexture( shadowWidth, shadowHeight, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, tileCount );
		depthTexture.compareFunction = LessCompare;
		depthTexture.name = 'ShadowDepthArrayTexture';
		const shadowMap = builder.createRenderTarget( shadowWidth, shadowHeight, { format: RedFormat, depth: tileCount } );
		shadowMap.depthTexture = depthTexture;
		shadowMap.texture.name = 'ShadowTexture';
		this.shadowMap = shadowMap;
		const cameras = [];


		// Create lights, one for each tile
		for ( let i = 0; i < tileCount; i ++ ) {

			const lwLight = new LwLight();
			lwLight.castShadow = true;
			const lShadow = light.shadow.clone();
			lShadow.filterNode = light.shadow.filterNode;
			const tile = this.tiles[ i ];
			lShadow.camera.left = this.shadowSize.left + width * tile.x[ 0 ];
			lShadow.camera.right = this.shadowSize.left + width * tile.x[ 1 ];
			lShadow.camera.top = this.shadowSize.bottom + height * tile.y[ 1 ];
			lShadow.camera.bottom = this.shadowSize.bottom + height * tile.y[ 0 ];
			lShadow.bias = light.shadow.bias;
			lShadow.camera.near = light.shadow.camera.near;
			lShadow.camera.far = light.shadow.camera.far;
			lShadow.camera.userData.tileIndex = i;
			lwLight.shadow = lShadow;

			if ( parent ) {

				parent.add( lwLight );
				parent.add( lwLight.target );

			} else {

				console.warn( 'TileShadowNode: Original light has no parent during init. Tile lights not added to scene graph directly.' );

			}

			this.syncLightTransformation( lwLight, light );

			this.lights.push( lwLight );
			lShadow.camera.updateMatrixWorld();

			cameras.push( lShadow.camera );
			const shadowNode = shadow( lwLight, lShadow );
			shadowNode.depthLayer = i;
			shadowNode.updateBeforeType = NodeUpdateType.NONE;

			shadowNode.setupRenderTarget = () => {

				return { shadowMap, depthTexture };

			};

			this._shadowNodes.push( shadowNode );

		}

		const cameraArray = new ArrayCamera( cameras );
		this.cameraArray = cameraArray;

	}
Initializes the tiled shadow node by creating lights, cameras, and shadow maps for each tile.

@param {Builder} builder - The builder used to create render targets and other resources.