Hello, everyone. I'd like to share my work-in-progress implementation of screen-space raytraced shadows in Unity. The name is pretty self-explanatory. The screen-space depth buffer is traced against in order to provide sharp and detailed contact shadows and shadows from objects not rendered to the shadow map. In addition to providing better contact and self-shadows, this can be very effective for fields of grass or small detail objects like rocks where rendering these objects to the shadow map would be very costly. Here are some comparison images of the effect (I recommend opening them in a new tab and switching between them to see the difference more easily). This implementation works by using command buffers to render screen-space shadows to an intermediate buffer and then blend it with the screen-space shadow mask for the directional light. As a result, both diffuse light and specular highlights are occluded properly by the screen-space shadows. Since point and spot lights don't have an entry point for blending with a mask like this in Unity, unless I find another way, this will only work for directional lights. And, of course, any information not directly visible will not contribute to screen-space shadows. I still have a few things to finish, I will provide performance details when this implementation nears completion.