Realtime point light bleeds through door due to imprecise shadows

Is there anything that can be done about this issue? I could accept the incomplete shadows when the door is open, but when the door is closed this area really needs to be in shadow.

Nothing in the point light or quality settings has any effect on it. The door has 0 thickness, but it’s the same issue with thickness, albeit just the corners than.

I tried adding a slightly larger “Shadows Only” box around the door, but that creates unwanted shadows on the lit side. All I can think of now is adding such a box separately for each side and disabling one depending on the position of the player. But this seems like a very clumsy solution for such a basic thing as a door blocking light.

Change bias settings on light component

I tried the Next-Gen Soft-Shadows asset. It’s much better, but the issue is still there. It only works for Unity’s Standard Shader though, which I’m not using.

You can also increase scene scale (model)