The reason the shadows in URP are not optimal is because we can’t specify a min range for the shadows to begin drawing. This is because in a lot of side-view (or even top-down games) the camera will be far away and all the resolution between the camera and target is wasted.
I’m looking for ways to increase the shadow quality without jacking up the res if possible, and won’t need shadows close to camera. Baked foreground objects do still pass closer though, so changing clip might not help.
Any thoughts about this is also welcome - perhaps I’ve missed a trick.