This is by design. If you want to have backfacing shadows, then a custom shader is the right way to go. Enabling backfacing for shadows by default would make rendering shadows by default slower.
It might make sense for us to add an option to the standard shader to support backfaces shadows specifically in the standard shader material UI.
I can work with that. I still have some trouble writing shaders that properly hook up to the new systems (the new cubemaps for example), but I’ll figure it out.
In any case, thank you for the clarification and my apologies to the QA department for a useless bug report
I’m guessing it will depend on how complex the original geometry is. I made a variation on the Universal shader that cast shadows from backfaces and I’m going to use it selectively.