Using Lightweight RP with maxed out settings conversation

So I decided to jump on the rendering pipeline wagon to learn how to use it. I came straight from 2017 never tried the 2018 beta.

I have some questions that I’d like to start a conversation for.

Before anything, I’m well aware that the LWRP is mainly being used to target low-end devices, therefore, prioritizing baking and light mapping over Realtime lighting and GI.

I also understand that there’s the HDRP which gives you triple-A power and buffs things up making it more ideal for High-end devices (consoles and high-end PC) and is also currently not production ready according to what I read.

I have 0 knowledge on how to code but I’d like to know if there’s a way we can achieve some sort of maxed out quality without any code to tweak the LWRP to achieve some sort of in-between results like the built-in editor.

Many would say why don’t you use the built-in renderer instead? Well because I want to use the shader graph (which is amazing since i’m an artist) and also because LWRP is suitable for production. I know Unity aim’s to move away from the built-in renderer in the near future so I might as well start learning the new systems now.

As for my questions in regards to LWRP without having to code,

Is there a way we can make shadows fade like this?

Is there a way to make Realtime lighting look as good as baked lighting? (images below)

Baked


Realtime


(I’m aware I can fix Realtime light artifacts by tweaking shadow distances, normal bias/bias, and shadow cascades )

Also, I’ve noticed that the LW terrain shader gives you pitch black Realtime shadows when applied to terrain objects. When applying the material to non-terrain objects you get regular normalized shadows. Is that a bug or how it actually works? (image below)