Please Would solve every shadow problem I have in my open world game. Inside, I only need first 3 cascades anyway. I used a dir light cookie on the sun, to proof of concept test this and it looked gorgeous but obviously not the right place to be doing it. Quite frustrating to be near yet so far from a good solution. Why current cascades are bad in HDRP: Cascades as they are now force the near cascades to be bigger than they should be in order to patch up the joins between cascades. This forces people to use contact shadows and lose even more perf (and contact shadows aren't even reliable to use). Why not just improve cascades for the scenario instead of adding more work? By separating the (first - I don't need this but others might) and last cascades but blending them, we can allocate the resolution ranges far better and nearest + furthest have no issues with joins and it will even run quicker. Will also allow projects to avoid using contact shadows. You know all this anyway, why do I have to beg :'( Pretty please?