contact hardening and cascades are the most expensives options and definitely not meant for integrated or mobile gpus.
If you mean by “self shadowing” an object that can shadow itself, it’s a “given” of the shadow map technique (as long as you set the object as a shadow caster), there’s nothing specific to do about that.
PCF and PCSS are filtering techniques that helps to soften the edges of the shadows:
No filtering:
With PCF:
You can either use PCF or PCSS (or None, as in the first picture), but not both at the same time.
Holy Crap Nuts !!!
Re Check This Out
http://mackey.cloud/games/racing/demo1/
Finally … Then perfect Mixed Light Blending 
Only the four cars have real time shadows (Using New Cascade Shadow Generator)
All other scene shadows are from static baked lightmaps
And exporting using Unity Mixed Lighting Options
Looking sweeter and sweeter 
Yo @PirateJC
Can you please change demo url to: https://www.babylontoolkit.com/projects/speedway
Thanks Bro 
Done and dusted as the Brits say! 
is this thread still alive
im making something similar but i also have a charecter that needs to get in and get out of the car
also how did u guys manage to add unity ??
@MackeyK24


