Shader for sprite with realtime shadowing

I am using an edited version of SpriteManager 1.0 to make sprites and I am trying to use the vegetation shaders (VertexLit 1 sided and Nature/Soft Occlusion Leaves) for receiving realtime shadows. But when I flip the sprites either rotating or scaling they always have the shadows overlayed in front on top of the image. Is there any way around this via editing the shader? Otherwise I have to figure out a way to double the geometry in my SpriteManager and it doesn’t seem worth it when I can use a proper shader to do all the work.

Any code examples would be great to help me push this forward.

OK, I know I am trying to revive this, but has the issue in this forum post been solved in Unity 3.0?:

http://forum.unity3d.com/viewtopic.php?p=249794&highlight=#249794

I have the new beta preview, but I am slowly looking into the new shader code and there are some differences now. Can anyone shed any light on this? Almost literally so we can have real time shadows on sprites? The issue there was solved with doubling the geometry, but if this issue is solved then I shouldn’t have to worry about in in Unity 3.0 correct?