Dynamic shadows artifacts

Few days ago someone mentioned on Discord about this issue being a problem when trying to shadow a planet in a space game using CSM.
It might be possible to cure it to some degree using vertex normal offset:

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https://image.prntscr.com/image/psSR4OfhS3m3j5eNBGY_6A.png

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Actually, it is also possible to implement slope bias the way Kalle_H did, but unlike for mobiles, one would need to additionally ensure normal and light dir accessibility in corresponding section of shadow depth shader and that required shader is actually bound.
Sad part is that it would appreciably affect performance. (At least for ordinary opaque materials without WPO, which constitute majority of shadowcasting materials anyway).