Dx11 Engine Soft Shadow Test

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Making low-res non-cascaded shadowmaps look better by exploiting depth-comparison in the GPU to do some PCF magic. This is tricky stuff to get right. I know I'm doing it in a very non-optimal way. I just wanted to get some

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Celebrity DirectX 11 - Softening shadows by exploiting hardware filtering Profile
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Last Updated: June 10, 2026

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Celebrity [C++ DirectX 11] Depth Shadow Profile
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