Sprites clipping at the edge of the camera (2D)

So,
after googling my problem for hours and finding only a single other question with the problem (but no solution), I have come to the conclusion that I must post here.

My problem is actually very simply, but I can’t seem to find anything to fix it. I’m using URP with Post Processing.

The shadow is my own shader and is being a child of the original object (here: cactus)

Here is a gif of my problem:
6182555--677270--clipping.gif
And my camera settings:

6182555--677276--Camera2.png

I just need the camera to render all objects in the view, but it seems like that the camera clips them too early

Increase the object’s bounds so that that it wont be culled; mesh.bounds = new bounds().

I’m working with spriteRenderers and not with a mesh. Seems like spriteRenderer is read-only, meaning I can’t change bounds.

Since you can get the SpriteRender it should be possible to grab it sprite which you can increase its bounds

so something like:
spriteRenderer.sprite.bounds = new bounds() should be possible