I was really unhappy with the quality and performance of Unity's shadows. I tried a few ways to speed it up but they all relied on unity's lighting in the back end. So I've completely replaced Unity's dynamic lighting. EDIT: Test Build (updated 3/9/2016) Features Out performs unity's shadows Real time Volumetric lighting Better smooth shadows Way less light bleeding, shadow acne, peter panning Smooth Shadow distance fall off (No more pop in shadows) Coloured Light cookies Multi Camera friendly(reuses shadow maps from other cameras) Can handle Higher res shadow maps (not recommended for most GPU's). Shadow quality can be changed at run time with out needing to change settings profile (Why unity) Currently supports point, spot lights and Directional light shadow caster exclusion list (great for torches) To do Area lights Soft shadow on directional light. Cascade Directional light. LOD friendly Downsides Doesn't support transparency (supports alpha cut out and alpha overlay though) Only supports Standard shader family Doesn't interface with light probs or enlighten Edit: Currently Only works in deferred shading path. Edit: Uses VRAM to increase performance (size set by user) Still out performs unity if buffer size is 0 Some of these downside could be fixed but I'd need Unity source or their Render API improved. The game I'm working on doesn't need transparency and is procedurally generated, So most of these downside don't apply to me. Going to finish up directional lighting this week and hopefully have a build ready for testing soon. If anyone has any feature requests, I'd love to hear it!