Sun lamp projecting black pixelations


I’m using a sun lamp; energy of 0.9. A size of 2048, bias of 0.1, and a bleed bias of 1.0. Clip Start: 0.001 and a Clip End: 1000.0; frustum size: 99.5.
Black shadows and a simple buffer; checked out boxes Specular and Diffuse.
Only on specific textures.

How do I stop this?

Play with the bias a bit, shadow maps can have issues if the bias is set too low (you may also get better results for the edges if you switch to variance shadow maps).

Variance kills the framerate, and I also need alpha texture shadows, so simple is the only way.

The transparent shadows only work with two alpha values, 1 and 0, so if there is a grate texture with few values at 0, then what you’re getting is the shadows working as intended.

I found out that adding a textured alpha plane will remove the black weird pixels.