I can reproduce this too, but don’t you see what’s wrong here? An inverted normal cannot cast shadows properly, because it has no depth. You might as well try to cast shadows inside your walls. The GPU lightmapper is not broken, it just reacts (very) differently to this. You should never see inverted normals in your game, so it is your scene that is broken, not Unity.
I understand that. But in this case if you are looking at the face from the correct direction you can still see the shadow casted on the face of the cube. And to that it doesn’t make sense
Why are you so insistent on having independent quads? Again I say, if there are independent faces or inverted normals in your scene, remove them; they should not be there. You can check your models in Blender or something. CPU is no better with them, like here:
Response from Unity
After a further resolution with developers, we have decided that this issue is By Design due to the following reasons:
This is a texel validity issue and is by design. Enabling the Double-Sided Global Illumination on the material of the shadow caster/receiver and rebaking GI fixes the issue. Please read more on this matter here: [FAQ] Blocky artifacts appear when I bake a scene. How can I fix them?
I Fixed it by changing the material to double sided illumination by changing Render Face to both.