For more details, refer to my blog post.
With cascaded shadowmap and PCSS. The differences in the sizes of the shadow penumbrae cast by the metal pot, foliage, and high flagpoles are visible in the first image. These differences result from the varying distances between the shadow casters and receivers.
With cube shadowmap and PCSS.
Shadows approximated by point light PCSS with a large penumbrae. Still looks kind of too sharp.
Light clustering is done in view space. A quartic falloff is applied to clamp influence radius. The first image shows the effect of direct lighting with GI disabled. The econd unlit view shows the clusters under the effect of individual lights (blocky light-colored regions) and actual influence radius (darker spherical or hemisphrical regions).
Render queue and material pipelines







