@ShadowrunnerEmin Unfortunately no. The lighting system in Unity is not extendable. When you render sprites with normal maps, Unity renders a pass for each light and adds them together. It doesn't have a way to change how the lights work (like using a custom shadow map), and only provides a few hard coded options. There is no way to add new types of lights, or new kinds of shadows to it. Because of that SFSS lighting implementation is completely separate, and you can't use both on the same sprite. Since we can't extend Unity's multi-pass lighting, we have to pre-calculate all of the lighting for the scene in a single pass. That means means you can't use normal maps since they change how a surface is lit based on the location of each individual light and object. You could mix and match though. Use Unity's multi-pass lighting on your foreground sprites, and SFSS on your backgrounds and atmospheric effects. The sprites wouldn't be able to receive shadows, and the backgrounds wouldn't be able to have normal maps though. You'd also have to add both Unity and SFSS lights to your objects.