This isn’t a decent solution, but if you want you can bake your lightmap with Transparent/Cutout/Diffuse and then swap the material’s shader with the Matte Shadow shader found here:
What I ususally do is rendering transparent objects twice, once with a cutout shader that drops shadows and once with a blended shader that does neither drop nor receive shadows. This of course only works if your cutout shader cutoff value is low enough as otherwise your blended shader will be overwritten by the cutout shader, causing ugly cutout artifacts. This technique is also quite useful for trees as that way you can write to the depth buffer with the cutout shader while maintaining smooth edges using the blended shader.
Could you explain a bit about how to use this shader? I’ve placed it on the ground object where the shadow would be cast if I used a diffuse shader. This doesn’t seem to work. I just see a transparent material and the alpha cutoff doesn’t do anything.