This seems fantastic! Is there a reason why Eevee shouldn’t go down this route?
Because eevee isn’t just the realtime renderer but is also a final renderer replacing the old internal renderer so a solution with higher quality output would be needed instead.
It’ll be interesting to see how Godot improves over time.
Also generating distance fields that will play nicely with this lighting system requires building assets in a way that film production assets generally don’t need to be built. Can’t have any non-manifold meshes or cards otherwise you’re going to get light leakage. Any place the mesh is thinner than the voxel size for a given SDF cascade will not be lit properly.
Well, a preprocessing stage could be implemented where the cards and non manifold meshes are given some thickness(extruded along normals) and then the SDF cascade can be built from that intermediary surface.
But again, wont look nearly good enough and will bring issues of it’s own with respect to transparency masked surfaces. The reflections wouldn’t show them.