Hi Sharman, can you please clarify which flavor of shadows you’re referring to (e.g. CSMs, per-object), and perhaps point to some relevant lines of code, just so we can be clear what we’re talking about here? Also it would be useful to know the light type and whether it’s movable, static or stationary.
In the case of per-object shadows we need to do a depth-fail stencil pass for each shadow caster in order to find the pixels which intersect the shadow frustum.