VSM quality on nanite trees visibly decreasing on mip switch

Hi,

this could be due to a variety of reasons and might be mitigated by changing some console variables depending on the light source (for example lowering the value of r.Shadow.Virtual.ResolutionLodBiasDirectional by -1 doubles the resolution of shadows with the associated performance tradeoffs as described here).

A few questions to help diagnose this:

Does this sudden decrease in shadow quality only happen with Nanite trees or also other (non-foliage) Nanite meshes and does the tree have World Position Offset enabled?

Is this similar or different from the issue described [Content removed] In that case proxy shadows might help.

Lastly, would you be able to provide a minimal repro scene containing this asset?

Thanks,

Sam