Hi. We are working on an outside environment where we need baked lighting + real time shadows on static objects from non-static objects. I was testing how real time shadows work in different scenarios. I did this a while ago in some earlier unity5 beta and was hoping that there would be an usable solution now, but not much has changed, so I am wondering what is the solution for this case? My basic test scene is - two static objects (ground and blue ball) and one non-static (red ball). One directional light with soft shadows. All object have cast and recieve shadows on. I tried all lightmapping types and both forward and deferred rendering. I attached screenshots from my test. As you can see, realtime shadows on static ground works only in forward rendering with non-directional and directional lightmaps. We need to use directional-specular lightmapping so all materials would look correct. In deferred mode there are no shadows on the ground at all, but there are shadows on the non-static object (which is nice). unity5 seems great so far, but what about this ?