Hmm. I don’t see any issue with your setup. I’ve seen artifacts on the boundary between shadowmask and shadowmapping before, but usually not this extreme. Not sure what’s going wrong here. The one thing I would try is to see if the issue still reproduces if you flip your shadow cascade allocation so the majority of the distance is the 0th cascade.
If you want to try debugging it yourself, you might be able to get some more information using Unity’s frame debugger. Either way, I’d suggest filing a bug report if this is blocking you.
Might be the same symptoms but with different root causes. The bug is marked as fixed, so if you are facing a similar issue, you should file a new one.
i can confirm that it is still broken in Unity 2022.3.20f1 using HDRP.
and it clearly seems that unity culls shadows casters within the transition range which it should render to the real time shadow maps.
in the marked area neither the stretched cube nor the trees cast real time shadows. so either shadow caster culling is broken or the shadow mask fades out too early.
@larsbertram1 My colleague tells me that the 2022 port of this fix is still in the pipeline. Unless anything unexpected happens, it should land soon. At this point, I cannot tell you which version it will land in.
it is present in each version of unity. regardless if it is unity 2022.x or unity 6.x. even latest 6.x has the exact same issue. i filed a bug report and hope it gets sorted out