There seems to be a custom lighting on the "point lights": using a ramp to define the falloff, and they might be computed entirely in the shader without relying on unity lights at all : There are instances of multiple lights blending together properly when overlapping (one on Lara and one on the point of interest for example), without adding together, but rather as a max() function.
The shadows are not correlated to Lara's position or parallax. Shadows on the environment never move, but they affect everything, which hints at shadow mapping rather than projectors.
A prepass might be computing the shadows from a directional, and the result modulates the shading of the point lights (and not a spot like suggested, since spot still have a position, shadows would move). There is one notable exception : Lara's shadow itself seems to change direction when she climbs on walls, while levers' shadows don't move at the same time. None of those have multiplication or addition issues like projectors, hinting at a prepass that generate a "shadow mask" blending both directional shadows with a "per tile oriented" projector for Lara. This mask is then modulating the lighting, which is added on top of ambient (which is not flat, probably the triband) and then modified by the fog.
All speculation of course :)