Original Post
hi, i've actually 2 different implementation for my spot light shadows : the first uses a depth render target and the nvidia feature (pcf) which gives me a bilinear filtered value and creates some nive soft edges shadows, the performance are very good since I only render in the depth target. secondly i've a variance implementation, as everybody knows the blur (gaussian filter used by post processing effets like hdr, blur, depthof field...) is excellent but the performance are not very good (need to write a hacked color (the moments) and the depth too, and the 2*float16 render target is written less fast than depth24 target) and of course the problem of light bleeding now i want to increase the softness of my pcf shadows but really don't know what is the best technique to use (for realtime) ! any ideas ? just ask the neighbour ? use a noise function (volume texture?) i've tried a lot of stuff but each time the shadow look very uniform (i see the pattern in fact..) thanks a lot for any help ! (sorry for the not very good english !!)