Hi there! I was exploring shadow mapping techniques. I am still new to all this so there might be some issues/errors in what I am about to post! So, there are different 'fit' modes..: The 'Stable Fit' mode, from what I understand, renders the shadow map using a projection matrix that is sized to fit as many shadows as can ever be rendered on to the screen at once, even if there is only a few shadow casters that take up only a few pixels of space. On the other hand, 'Close Fit' attempts to fit the shadow casters exactly. So this means that if you only have a single shadow caster, that shadow casters shadow will get the entire shadow map for itself resulting in higher quality shadows. This was my experience when I implemented my own shadow mapping. I noticed that LWRP didn't support 'Close Fit' fit mode. It only support 'Stable Fit'! I would argue that Close Fit would be super useful especially for Lightweight Rendering Pipeline, where resources are limited! Shadow casting is expensive, so most games will probably attempt to limit the number of realtime shadow casters. In our case (and certainly can be the case for many games) we only have the single main character renderer as a realtime shadow caster. It would be great if this single shadow caster was given the entire shadow map to itself so it can render higher quality shadows even with a low resolution shadow map. And if we had many shadow casters on screen, scattered all around, then the 'Close Fit' algorithm will eventually encompass the entire screen and itll only ever look as bad as 'Stable Fit' anyway. It can never look worse than what we currently have. Sidenote!: Strangely enough - the Built In renderer seems to have a 'bug' (?) where 'close fit' will attempt to fit shadow casters AND non shadow casters (With Shadow Receive ticked on) onto the shadow map, even though non shadow casters do not cast shadows. If these renderers never cast shadows, why is Unity allocating space for them on the shadow map? In my own shadow mapping tests, I could safely ignore the giant floor renderer (shadow receiver only) and simply consider my characters renderer (shadow caster) when rendering the shadow map. The floor renderer had no issues mapping the shadowmap onto its surface. Should I report this as a bug?