Godot version
Godot v4.1.stable
System information
Godot v4.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Ti (NVIDIA; 31.0.15.2824) - 11th Gen Intel(R) Core(TM) i5-11600K @ 3.90GHz (12 Threads)
Issue description
Percentage-closer soft shadows (PCSS) don't seem to be working correctly with SpotLight3d's.
Image below shows an Omni Light and Spot Light with the same light_size value. The Omni Light shows correct PCSS with the shadow getting softer the furth the object (caster) is from the surface (reciever). The Spot Light shows uniform shadow hardness.

Increasing the light_size Value for a Spot Light uniformly blurs the shadow, but the blur doesn't seem impacted by the casters distance from the receiver.

Steps to reproduce
- Create a 3D Scene
- Add a SpotLight3D
- Add a plane mesh instance, and a shadow caster mesh instance
- Enable shadows on the SpotLight3D
- Change the light_size to 0.1
- Observe
- Change SpotLight3D to OmniLight3D with the same light_size
- Observe
Minimal reproduction project
PCSS_Shadow_Issue.zip
Godot version
Godot v4.1.stable
System information
Godot v4.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Ti (NVIDIA; 31.0.15.2824) - 11th Gen Intel(R) Core(TM) i5-11600K @ 3.90GHz (12 Threads)
Issue description
Percentage-closer soft shadows (PCSS) don't seem to be working correctly with SpotLight3d's.
Image below shows an Omni Light and Spot Light with the same light_size value. The Omni Light shows correct PCSS with the shadow getting softer the furth the object (caster) is from the surface (reciever). The Spot Light shows uniform shadow hardness.
Increasing the light_size Value for a Spot Light uniformly blurs the shadow, but the blur doesn't seem impacted by the casters distance from the receiver.
Steps to reproduce
Minimal reproduction project
PCSS_Shadow_Issue.zip