PCSS Shadow
PCSS (Percentage-Closer Soft Shadows) replaces URP’s fixed-radius PCF with a screen-space filter that widens the penumbra as the occluder moves away from the receiver. A coin on a desk casts a crisp shadow; a tree branch high above the ground casts a soft one. The effect is physically motivated but exposed through artist-friendly sliders. PCSS is an optional module added through the Renderer Feature Installer.
Penumbras widening with occluder distance as the sun animates.
When to use it
- Outdoor scenes with a strong directional light and varying occluder distances.
- Stylized close-ups where shadow shape matters as much as material.
- Cinematic shots where contact hardening sells the ground plane.
Drag to compare URP PCF against the Genesis PCSS module.
How it works
PCSS runs in two stages. A blocker search samples the shadow map around each fragment to estimate the average occluder depth, then a filter pass scales the PCF kernel by (receiver − blocker) × LightSize. The result is a soft edge near the occluder and a wide one far away. The pass injects after the main shadow map pass and before opaques.
Renderer Feature setup
- Open Window → Genesis → Renderer Feature Installer.
- Tick PCSS Shadow and pick your URP Renderer asset.
- In the Renderer’s inspector, expand the Genesis PCSS feature.
- Choose a quality preset — Mobile, Balanced, or Cinematic.
- Enter Play mode and confirm the directional light’s shadows soften with distance.
Settings
Performance & quality
- Sample count is the biggest knob. 8 taps read as noisy without a temporal filter; 32+ is cinematic.
- Blocker search can be reduced at distance without much visible loss, since PCSS already fades to PCF.
- Pairs well with a screen-space temporal filter — Genesis applies a 1-frame blue-noise rotation by default to hide undersampling.
PCSS targets desktop and current-gen consoles. On mobile, prefer URP’s soft PCF or the Blob Shadow module — the blocker search is bandwidth-heavy.
Tips & gotchas
- Single-pass instanced (VR): enable the VR-safe preset to avoid eye-to-eye flicker; it disables blue-noise jitter.
- Cascade transitions can show seams. Increase Distance Fade to push PCSS off the far cascade.
- Enable Soft Shadows on the directional light — PCSS replaces the soft filter rather than adding to it.