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I found the problem. Maybe this answer helps someone since there isn't much discussion on the topic. I was doing the following change of coordinates in the frequency domain to fit the values on the 256x256 matrix: (n, m) = (x-N/2, y-N/2) where N, n and m appear in the ocean waves' paper and x, y are the coordinates of the matrix. Then I modified the change ...


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The blockiness of the shadows in your screenshot looks to me like the expected results from using the hardware bilinear PCF to sample the shadow map. Unfortunately this is just not a very good filter. It's necessary to use a wider filter to get smooth shadows. This could be as simple as doing multiple bilinear PCF samples at offset locations, and averaging ...


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Getting high quality shadows from Cascade Shadow maps with (relatively) low resolution shadow maps is a process. I recommend taking on different aspects one at a time. Here are few generic suggestions... Shadow transitions between cascade zones can be handled by allowing the cascades to overlap by a small amount then computing a lerp value for each zone. The ...


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