These calculations take place while precomputing lighting data at bake time. This property includes this GameObject’s Mesh Renderer in global illumination calculations. This is set to true when a GameObject is set to true in the inspector.
Contribute GI: In the Lighting window, there is a Contribute Global Illumination toggle.
Baked GI: To enable baking of lightmaps, make sure that Baked GI is enabled from the Lighting window in the Scene tab.
Receive shadows should be selected if the object needs to receive either baked or Real-Time shadows.
Cast shadows and Receive shadows: Cast shadows needs to be set to On if the object should cast shadows during baking of the lightmaps.
Static: To specify that this mesh needs to be included in the lightmap baking, the static field needs to be check.
Mode: Similar to the Real-Time settings on a light, the mode option field in the light component needs to be set to either Baked or Mixed for baked shadows to appear.
See Mixed mode lighting - Baked objects casting shadows on realtime objects for additional information. Note that Baked shadows will not be received by Real-Time lit objects.
Cast shadows and Receive shadows:These specify whether the mesh renderer will cast and receive shadows.
Leave this unticked for real-time lighting.
Static: This toggles whether the object is static in the scene or dynamic.
Select the object containing the Render mesh or Skinned mesh component.
Next check the object that is not showing the Real-Time shadows you are after.
Objects that are set to cast Real-Time shadows beyond this distance will not be rendered.
Shadow Distance:This is the maximum distance from the camera at which shadows will be visible.
Make sure either Hard shadows only or Hard and Soft shadows in selected.
Shadows:You can specify the shadows that are allowed to render in the project in this field.
From here we can check the read highlighted areas: This will open the window above in the inspector.
Another good place to check this the Quality settings window which can be found by going to the top menu and selecting Edit -> Project settings -> Quality.
For example, if we have a character set to a custom layer called "Character" and want him to be affected by the light, the culling mask needs to include the "Character" layer.
Culling Mask: These masks allow you to specify which layers the light will affect.
For Real-Time shadows, we need to make sure Hard or Soft shadows are selected.
Shadow Type:The options under this tab are: Hard shadows, Soft shadows or no shadows.
For real-time shows to appear, make sure either RealTime or Mixed are selected. There are 3 options - RealTime, Baked, Mixed.
Baking setting:This option specifies what light will effect.
My GameObject(s) do not show any shadows when I am using either baked shadows or Real-Time shadows in my scene.