Hi! I’m working on very gpu demanding project, and could greatly benefit from shadowmaps caching. AFAIK there is not much control of how shadows are rendered in Unity, but there is gotta be the way to reuse shadowmaps from previous frames, without redrawing it all over again. I event don’t mind rendering shadowmaps myself, if i could later embed them into unity pipeline.
Most of the time my scene is static, but it is created procedurally, and sometimes changes at runtime, so no lightmapping.
Basically the only way is to roll your own shadowing + lighting system, like Dynamic Volumetric Lighting replacement - Community Showcases - Unity Discussions . I haven’t used it but it may work.
I rolled my own point lights for this same reason (shadows caching).