@alternativevisual Shadows are more softer like kernel size looks bigger or texel size? Both can produce softer shadows but one will be cause by driver other by Unity. ContactShadows breakup when changing rendering path. This is all Unity doing funny things with screen space depth, probably ContactShadows still referencing a null texture (cause the change of rendering path makes the renderer create a new one, hard to know without sources lol). Simple workaround is to hit play/stop, should be good afterwards. Your crash on v2018.3 is all Unity, I can put my right hand on fire. Pretty sure if you disable NGSS will probably trigger the crash. NGSS on default renderer does absolute nothing weird, not even a RT copy, it only replaces the builtin shadow rendering files. LWRP does not support AO but you can do depth based screen effects in LWRP if you enable screen depth (depth pre-pass). At this point you better just stay with builtin pipeline and use builtin deferred path if you are targeting PC. Yes, you need to add primitive casters to the scene. My future plans on LWRP (besides making NGSS compatible with) is to add semi-spherical shadows and more lights support to it (till SMs blew out), a sort of mini Forward+ renderer with optional light-prepass. Because why not?