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
- 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.
Minimal reproduction project
test_point_rendering_mobile.zip
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