Back to shadows problem, currently implementing a clean version of the Parallel-split shadow maps (pssm) in a way it could be packed nicely in the standard assets of the engine.
, source: https://www.researchgate.net/publication/220805307_Parallel-split_shadow_maps_for_large-scale_virtual_environments
End of the day
PSSM shadows are applied “correctly” in the materials. Still a lot do to to be able to set the shadows from the xml…