Multiple renderers: Supports both built-in and URP. Works in forward and delayed pipelines.
Highly optimized: very simple transparency shader that renders extremely fast. Suitable for mobile and VR applications. One draw call per shadow without GPU instancing, or one draw call per shadow material with GPU instancing enabled.
Stable and simple: the only script required is to position the shadow volume, no special receiver scripts or render textures are required.
Fully Editable: Includes shader versions of Unity's Shader Graph as well as Amplify Shader Editor, depending on the renderer.
Versatile: The shadow color can be set to any color, so the volume can have multiple uses in addition to shadows: bright colors can be used as very simple fake lights.