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This behavior is inconsistent with Forward+, which casts point shadows for materials using poin t rendering.
Forward+
Faint shadows appear for points (even the 1-pixel ones if you look carefully).
Mobile
Shadows appear solid.
Steps to reproduce
Create a MeshInstance3D with a SphereMesh.
Create a second MeshInstance3D with a SphereMesh. Move this sphere below the other one, and keep its default material so you can see this sphere receiving shadows from the other sphere.
Add a BaseMaterial3D with Transform > Use Point Size enabled, then change Transform > Point Size.
Notice shadow casting doesn't change if using the Forward Mobile rendering method.
Godot version
4.0.rc3
System information
Fedora 37, GeForce RTX 4090 (NVIDIA 525.85.05)
Issue description
This behavior is inconsistent with Forward+, which casts point shadows for materials using poin t rendering.
Forward+
Faint shadows appear for points (even the 1-pixel ones if you look carefully).
Mobile
Shadows appear solid.
Steps to reproduce
Minimal reproduction project
test_point_rendering_mobile.zip
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