Hello, shadows aren't showing up on this rim lighting shader. [URP]

Hello, I made this rim lighting shader reminiscent of the lighting you see in Vagrant Story. However as you can see, the shadows are funky. Any idea of what’s happening and how I can fix it?


Shader "Custom/PixelatedRimLighting"
{
    Properties
    {
        _MainTex ("Main Texture", 2D) = "white" {}
        _RimPower ("Rim Power", Range(0.5, 10)) = 3
        _RimSoftness ("Rim Softness", Range(0.1, 2)) = 1
        _RimTint ("Rim Tint Strength", Range(0, 1)) = 0.5
        _LightingSteps ("Lighting Steps", Range(2, 32)) = 8 // Number of pixelated lighting steps
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 200

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 pos : SV_POSITION;
                float3 worldNormal : TEXCOORD1;
                float3 worldPos : TEXCOORD2;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;

            // Rim lighting properties
            float _RimPower;
            float _RimSoftness;
            float _RimTint;
            float _LightingSteps;

            // Global light color variable (set dynamically)
            float4 _GlobalLightColor;

            v2f vert (appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                o.worldNormal = UnityObjectToWorldNormal(v.normal);
                o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                // Base texture
                fixed4 baseColor = tex2D(_MainTex, i.uv);

                // Calculate view direction
                float3 viewDir = normalize(_WorldSpaceCameraPos - i.worldPos);

                // Adjust Rim Softness to discrete steps
                float adjustedSoftness = floor(_RimSoftness * 5.0) / 5.0;

                // Quantized Rim Light Calculation
                float rim = pow(1.0 - saturate(dot(viewDir, i.worldNormal)), _RimPower);
                rim = smoothstep(0.0, adjustedSoftness, rim);

                // Quantize the lighting using the Lighting Steps property
                rim = floor(rim * _LightingSteps) / _LightingSteps;

                // Apply global light color as rim color
                fixed4 rimColor = _GlobalLightColor * rim * _RimTint;

                // Combine base texture with quantized rim lighting
                return baseColor + rimColor;
            }
            ENDCG
        }
    }
}

Look at the custom lighting URP repo on GitHub.
You might need to use some defines to get shadows to show up