Maybe this should be posted in the 2d forum but hopefully someone here would know. Right now if I add a ShadowCaster2D to a Tilemap it will use the bounds of the tilemap to create shadows instead of using the individual polygons that make up the tilemap. I would expect shadows to look like this... This is created using Smart Lighting 2D. To achieve this effect using the 2D URP I'd have to create separate ShadowCaster2D game objects and manually fit their polygons to each polygon in the tilemap. That is not a feasible solution.