Virtual Shadows Pixelated on Surface ForwardShading Material

Hey Unreal Community,

My ocean shader is really not liking virtual shadow maps. When I turn them off it looks fine, but when I turn them on, it looks like this:

The material is a translucent Surface ForwardShading model, and the only thing that would seem problematic would be the world position offset stuff as it is used to generate the physical waves of the ocean shader and I’ve seen it cause artifacts before.

I did a lot of Googling and found very little on the subject of virtual shadows on translucent ForwardShading materials.

If any of you guys know what’s going on here, enlighten me!