Why standard directional shadow maps look pixelated across large outdoor game environments:
A single $2048\times 2048$ shadow map stretched across an entire 1km landscape gives only ~2mm shadow resolution near the camera, causing blurry pixelated shadows.
Cascaded Shadow Maps (CSM):
- Split view frustum into 3-4 depth cascades (e.g. 0-15m, 15-60m, 60-250m, 250-1000m).
- Render separate shadow map tightly bound to each cascade slice.
- Close-up shadows get crystal-sharp pixel resolution while distant terrain maintains soft coverage!