Folks, I'm prototyping a Depthmap shadow caching feature for directional shadows to save drawcalls for static objects. And update the depthmap only for dynamic ones. This will save CPU time a lot because only dynamic meshes will get rendered to depthmaps, static meshes will only rendered once. This will once for all surpass Unity shadows performance by a very large marge. In the future give you control over which depthmap (static or dynamic) renders when. My initial prototype is displaying a gigantic perf gain, specially on large populated open areas and VR gaming. Shadow Caching is coming for v2.1.