: The implementation was straight forward but it just didn't work. The edge detection pass looks correct, the weighting pass doesn't quite look right (but not super far off either) and then the neighborhood pass does nothing. The way it's setup my next step would be to debug his actual code and I don't want to do that. When I looked around on the internet I found 4 or 5 forum posts who got to the same point. Weight pass just doesn't look right and nothing interesting happens in the final pass. I didn't scrap the code though so I'll still end up pushing it, just disabled. Maybe myself or someone else can find the problem later but it was just turning into too much of a time sink.
: Right now we can easily fix shadow bleed by adjusting the depth bias but that's not really how I'd like to see it handled. I think in a modern engine tweaking shadowmap settings is not something a person should have to do. Other than perhaps an overall quality setting that chooses shadowmap resolution I don't think an artist should have to concern themselves with things like number of cascades, depth bias, split distribution, etc. I'm hoping to settle on a solution that won't require people to think about shadow settings.
Simply put I keep the light bleed visible so it's a stain on the screenshots so I'll force myself to implement a proper solution and not just tweak to fix it in one scene. It's next on the chopping block though. EVSM + SDSM seems the ideal solution, we'll see how that goes.