Select Renderer > Legacy High Quality Viewport > to open the Hardware Renderer Display Options window to set these options.
Low quality lighting is essentially per-vertex lighting, which calculates light only on vertices, then blends the results. Renders are faster and of reasonably good quality.
When turned on, only as many lights as are supported by the graphics card (typically 8 lights) are used.
Those regions of an object which are fully transparent will not cast a shadow. For example if you map the transparency channel of a shader (on an object) to a checker texture the fully transparent portions of the object would not cast a shadow.
This option improves performance for scenes with many objects, where one or more objects can be obscured from the viewpoint of the active camera. When turned on, this option increases performance by preventing out-of-view objects from being drawn.
Every position on a surface has a normal which points in the direction that is considered (for culling purposes) to be the "front side" of the surface.
If hardware rendering cannot process a shading network on board the graphics hardware, the shading network is evaluated and converted to a file texture (2D image) that the hardware renderer can use.
This option specifies the dimension of the resulting texture. Affected channels are color, incandescence, ambient, reflected color, and transparency. The default value is 128, which means that any baked color images will have a dimension of 128 by 128 pixels.
If hardware rendering cannot directly process a shading network on board the graphics hardware, the shading network is evaluated and converted to a file texture (2D image) that the hardware renderer can use.
This option specifies the dimension of the resulting texture. The default value for this option is 256, which means that any baked bump images will have a dimension of 256 by 256 pixels.