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Shadow System Refactor
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Description

The current shadow system has bad defaults and has too many limitations (light leak, does not work with duplis).
I propose to get rid of ESM and VSM and use old style PCF (percentage closer filtering) and let soft shadows jitter get rid of the banding.
Use 16bit depth by default and use smalest bias possible (see slides link).
This would improve the rendering and filtering cost.
Choosing a flat cubemap packing instead of tetrahedron projection would remove a conversion step. To do it, we would have to render a 1px border around the target faces.
Idea: We could discriminate lights based on their screen space size.
For dupli-lights, we would have to create a tagging system with object ids and time-stamps.

Estimate : 3 weeks

Details

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Event Timeline

Clément Foucault (fclem) triaged this task as Confirmed, Low priority.

May I suggest the following as a test scene, because this might be a probable scenario that beginners of Blender might try out (as I did) and then become a bit disappointed in Eevee: