VRChat Version: 1054
Description of the bug: When creating a world, if you use a Standard Surface Shader, and cast a shadow onto it with a directional light, the shadow will pass through it, even though it works fine in standalone builds from the same version of Unity.
Steps to reproduce (how did you encounter the bug?):
  1. Create a new VRChat world in Unity.
  2. Create a realtime directional light which casts shadows.
  3. Create a new Standard Surface Shader (no need to change it at all)
  4. Create a material that uses that new shader
  5. Create a 3D object in the scene, and put that material on it
  6. Create another 3D object in the scene, and leave it with the default material, and position it so that it casts a shadow ONTO the previous object
  7. "Build & Test" into VRchat.
  8. Observe that there is NO visible shadow.
A more detailed example scene is suggested here: https://ask.vrchat.com/t/directional-lights-cant-cast-shadows-onto-standard-surface-shaders-only-inside-vrchat/5168 which demonstrates things like, point light shadows work fine, and if there's another surface behind, the shadow will seem to pass THROUGH the custom shader
Any extra files? (output logs, screenshots): There are several screenshots in the thread, but I've attached a copy of how it looks in a standalone build (correct) and how it looks in VRchat