Shadow Distance (Shadow distance) is a technical term that is extremely important in rendering and optimizing game graphics (technical art). An optimization function that specifies the limit distance for drawing real-time shadows according to the distance from the camera, and dramatically reduces the processing load on the GPU/CPU by skipping unnecessary shadow drawing in distant scenes.
An analogy in the real world: Only the shadows of the person in front of you (near view) are drawn realistically, and the shadows of the distant cityscape (distant view) are ``either not drawn from the beginning or painted on the road in advance (baked shadows)'' to cut corners.
It measures the distance from the camera and determines that objects beyond this point (for example, 50 meters away) are too small to be discerned by the player's eyes even if they are drawn, and are completely excluded from the shadow caster path used to draw shadows, thereby instantly reducing draw calls and the GPU load to more than half.
Illustration: Shadow Distance (shadow distance) in Japanese notation
Detailed mechanism and operating principle
Limit the value of "Shadow Distance" of the URP setting asset used from the default 150 to a small value such as "30 to 50" and draw only the shadow on the foreground in real time.