Fixed global shadow techniques are unrealistic. You can't have hard-edged shadows (like stencils) everywhere. Type of lighting (sun, moon, heck fluorescent) says this isn't the case IRL. Distance-to-light, while depending on type of light source, also is a factor -- in certain conditions and environments, the sun can cast (close to) hard-edged shadows... but then this also depends on distance-to-shadow-from-eye.
I've made many closed-scene demos/benchmarks (for personal use) that never need to take this into consideration and I actually feel like a fool asking this... but how do/can we set different shadow "softness" depending on various factors/conditions/environments using the same render engine?
I've made many closed-scene demos/benchmarks (for personal use) that never need to take this into consideration and I actually feel like a fool asking this... but how do/can we set different shadow "softness" depending on various factors/conditions/environments using the same render engine?