Quick answer: Light 2D → set both Volume Opacity (cone visibility) and Shadow Intensity (shadow contribution). Add ShadowCaster2D to blocking geometry. Volumetric cone and shadow are separate parameters and need independent values.

Volumetric cone visible. Light area lit. Walls in the path don’t cast shadow. The volumetric and shadow systems are decoupled in URP 2D, and ticking one doesn’t imply the other.

The Symptom

Setting Volume Opacity makes the cone visible but no shadow appears where geometry intersects the light. Or shadow appears but the volumetric cone is missing.

The Fix

Light 2D inspector:

Volume Opacity:    0.6     // cone visibility (0..1)
Shadow Intensity:  0.8     // blockers darken the lit area
Shadow Volume Intensity: 0.5   // blockers also dim the cone

On every wall: add component → ShadowCaster2D. Set Self Shadows true so the wall’s own surface receives correct shading.

Composite Shadow Caster

For complex level geometry, add a CompositeShadowCaster2D parent and ShadowCaster2D children. The composite merges the silhouettes for cleaner shadow shapes.

Verifying

Place a wall between the player and the Light 2D. Wall should cast a directional shadow toward the light’s far side. Cone should darken behind the wall. Adjust Shadow Volume Intensity to taste.

“Volume Opacity for the cone. Shadow Intensity for the dark side. ShadowCaster2D on blockers.”

Related Issues

For URP 2D Light bake static, see 2D Light bake. For ShadowCaster2D not blocking, see ShadowCaster2D.

Two intensities. Cast on blockers. Shadows fall.