I'm using UnityEngine.Experimental.Rendering.Universal and wondering why shadow intensity was implemented on the Light 2D script and not the Shadow Caster. If you have two objects, a clear balloon and a basketball, they are going to emit very different shadows in real life. With Unity's current implementation, I can add a Shadow Caster to each of those objects, but the intensity of their shadow will be identical given the same light. (I can create multiple lights and target different sorting layers, then put the balloon/ball on different sorting layers, but I shouldn't have to do that. It's quite unscalable). Am I missing something or using shadows incorrectly?