Do you have any ideas how could I implement sun light shadows? I tried with creating huge Light2D and using ShadowCaster2D for all buildings, but shadows are infinite, they are the same length like the light, so it is not looking like a real shadows.
Easy solution: have baked semi-transparent sprites on a Shadows tilemap that during daylight you fade in. These fade in and out, but do not rotate with the direction of the sun. You can control exactly how they look easily. Many games go with this and it looks good.
Harder solution: you can carefully craft shadow blobs like in (1) but then also set the tilemap.orientationMatrix to rotate / reposition those blobs over time as the sun position changes. This may be a bit tricky to get blobs that look quite right.
Use freeform lights and manually craft lit / unlit areas.
Add cloud shadows. This could be as simple as a full-screen sprite that you scroll noise rolling noise over, or hand-crafted cloud shadow shapes - depends on style preference. The movement adds life to the scene.
Not sure if they have soft shadows in 2022; I am using 2023 alpha version right now. You should probably use at least the happy harvest demo’s Unity version.
You can check what is new in URP page for 2d soft shadows and download the first version they have the 2d soft shadows or something.
They also have added additional features like more shadow caster options, tilemap shadow caster( not 100% sure on this) etc.