For days I tried to find a good technique for shadowing and Lighting my levels and I couldn’t find any solution that looks good.
I encountered multiple issues with both Distance Field Shaodws and Cascaded Shadow Maps:
Cascaded Shadow Maps (CSMs) turn every shadowing into dynamic within the Dynamic Shadow Range
Baked Soft Shadows (Area Shadows) are only soft when they are out of the Range
- Baked Shadows should stay baked, even in the CSMs
- Only dynamic Objects should be put into the CSMs (isn’t that the actual purpose of them anyway?)
Distance Field Shadows are rendered behind the CSMs, which doesn’t really make sense to me
- DFSs have the advantage that they are also soft/have the ability to appear soft. Having Soft Shadows is more important when I am near the shadow, not when I am far away(= behind the CSMs) from it
Soft Shadows can really improve the appearance of the scene, but I only manage to make them without CSMs and without DFSs (or they only appear far away, where they absolutely don’t matter anymore)
Allow the developer to change the order of Shadowing.
Distance Field Shadows before (near the Camera) Cascaded Shadow Maps
Baked Shadows should not disappear when I am in the CSMs either, it destroys the purpose of Precomputed Shadows.