Shadow cascades can be cross-blended using dithering #7233
Merged
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Feature
Directional light shadow cascades can be cross blended using dithering, instead of being a hard line switch. This looks relatively fine with textured objects, but it is an improvement even without it, where dithering is more obvious.
new public API:
without dithering:

with dithering:

In the future we can further improve this. When TAA is enabled, we can use moving blue noise to have per frame randomized dithering, which TAA would renoise. Added here
Fixes
Fixes to issues where additional / incorrect shaders were being compiled when changing light properties: