Quick answer: Unity URP/HDRP not applying the new RP Asset after switching quality? Either the Quality settings still point at the old asset, or you need to re-call GraphicsSettings.renderPipelineAsset at runtime.
Switching to a “Low” quality preset doesn’t reduce shadow resolution — the new RP Asset isn’t the active one.
Two Slots: Quality vs Graphics
Project Settings → Quality has a per-level RP Asset; Graphics has a default RP Asset. The Quality slot overrides Graphics for that quality level when active. If you only changed Graphics, switching quality reverts to the per-quality asset.
Runtime Switch
QualitySettings.SetQualityLevel(level);
GraphicsSettings.renderPipelineAsset = lowRPAsset;The first call applies quality; the second forces the pipeline asset. Cinematics often need this for a target preset.
Volumes Still Apply
Volume Profile values continue to override the RP Asset’s defaults — check the active VolumeProfile if effects look unchanged.
Verifying
Switching quality visibly changes shadow resolution and render scale, and the Frame Debugger shows the new pipeline asset in use.
“Quality level’s RP slot wins. Set both Graphics default and the per-quality slot.”
Ship one base RP Asset and override per-quality via Renderer Features rather than maintaining four asset variants.