diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 87a2ca8bb9d..0ceacd0a75f 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -1004,7 +1004,7 @@ void RasterizerSceneGLES3::light_instance_set_transform(RID p_light_instance, co
 	light_instance->transform = p_transform;
 }
 
-void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass) {
+void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale) {
 
 	LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
 	ERR_FAIL_COND(!light_instance);
@@ -1019,6 +1019,7 @@ void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_insta
 	light_instance->shadow_transform[p_pass].transform = p_transform;
 	light_instance->shadow_transform[p_pass].farplane = p_far;
 	light_instance->shadow_transform[p_pass].split = p_split;
+	light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
 }
 
 void RasterizerSceneGLES3::light_instance_mark_visible(RID p_light_instance) {
@@ -4161,151 +4162,6 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
 		glBindTexture(GL_TEXTURE_2D, env_radiance_tex);
 		storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
 	}
-
-#if 0
-	if (use_fb) {
-
-
-
-		for(int i=0;i<VS::ARRAY_MAX;i++) {
-			glDisableVertexAttribArray(i);
-		}
-		glBindBuffer(GL_ARRAY_BUFFER,0);
-		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
-		glDisable(GL_BLEND);
-		glDisable(GL_DEPTH_TEST);
-		glDisable(GL_CULL_FACE);
-		glDisable(GL_SCISSOR_TEST);
-		glDepthMask(false);
-
-		if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
-
-			int hdr_tm = current_env->fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER];
-			switch(hdr_tm) {
-				case VS::ENV_FX_HDR_TONE_MAPPER_LINEAR: {
-
-
-				} break;
-				case VS::ENV_FX_HDR_TONE_MAPPER_LOG: {
-					copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,true);
-
-				} break;
-				case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT: {
-					copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
-				} break;
-				case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE: {
-
-					copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
-					copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,true);
-				} break;
-			}
-
-
-			_process_hdr();
-		}
-		if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
-			_process_glow_bloom();
-			int glow_transfer_mode=current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE];
-			if (glow_transfer_mode==1)
-				copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,true);
-			if (glow_transfer_mode==2)
-				copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,true);
-		}
-
-		glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
-
-		Size2 size;
-		if (current_rt) {
-			glBindFramebuffer(GL_FRAMEBUFFER, current_rt->fbo);
-			glViewport( 0,0,viewport.width,viewport.height);
-			size=Size2(viewport.width,viewport.height);
-		} else {
-			glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
-			glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
-			size=Size2(viewport.width,viewport.height);
-		}
-
-		//time to copy!!!
-		copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,current_env && current_env->fx_enabled[VS::ENV_FX_BCS]);
-		copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]);
-		copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
-		copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
-		copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,true);
-		copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]);
-
-		copy_shader.bind();
-		//copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0);
-
-		if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
-
-			glActiveTexture(GL_TEXTURE1);
-			glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color );
-			glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::GLOW_SOURCE),1);
-
-		}
-
-		if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
-
-			glActiveTexture(GL_TEXTURE2);
-			glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
-			glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
-			copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
-			copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));
-
-		}
-
-		if (current_env && current_env->fx_enabled[VS::ENV_FX_FXAA])
-			copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Size2(1.0/size.x,1.0/size.y));
-
-
-		if (current_env && current_env->fx_enabled[VS::ENV_FX_BCS]) {
-
-			Vector3 bcs;
-			bcs.x=current_env->fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS];
-			bcs.y=current_env->fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST];
-			bcs.z=current_env->fx_param[VS::ENV_FX_PARAM_BCS_SATURATION];
-			copy_shader.set_uniform(CopyShaderGLES2::BCS,bcs);
-		}
-
-		glActiveTexture(GL_TEXTURE0);
-		glBindTexture(GL_TEXTURE_2D, framebuffer.color );
-		glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
-
-		_copy_screen_quad();
-
-		copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,false);
-		copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,false);
-		copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,false);
-		copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
-		copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,false);
-		copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,false);
-		copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,false);
-		copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,false);
-		copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,false);
-		copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,false);
-		copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,false);
-
-		state.scene_shader.set_conditional(SceneShaderGLES3::USE_8BIT_HDR,false);
-
-
-		if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR] && GLOBAL_DEF("rasterizer/debug_hdr",false)) {
-			_debug_luminances();
-		}
-	}
-
-	current_env=NULL;
-	current_debug=VS::SCENARIO_DEBUG_DISABLED;
-	if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) {
-		_debug_shadows();
-	}
-	//_debug_luminances();
-	//_debug_samplers();
-
-	if (using_canvas_bg) {
-		using_canvas_bg=false;
-		glColorMask(1,1,1,1); //don't touch alpha
-	}
-#endif
 }
 
 void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) {
@@ -4395,8 +4251,8 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
 		}
 
 		zfar = light->param[VS::LIGHT_PARAM_RANGE];
-		bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS];
-		normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS];
+		bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS] * light_instance->shadow_transform[p_pass].bias_scale;
+		normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * light_instance->shadow_transform[p_pass].bias_scale;
 		fbo = directional_shadow.fbo;
 		vp_height = directional_shadow.size;
 
@@ -4745,7 +4601,7 @@ void RasterizerSceneGLES3::initialize() {
 	{
 		//directional light shadow
 		directional_shadow.light_count = 0;
-		directional_shadow.size = nearest_power_of_2(GLOBAL_DEF("rendering/shadows/directional_shadow_size", 2048));
+		directional_shadow.size = nearest_power_of_2(GLOBAL_DEF("rendering/shadows/directional_shadow_size", 4096));
 		glGenFramebuffers(1, &directional_shadow.fbo);
 		glBindFramebuffer(GL_FRAMEBUFFER, directional_shadow.fbo);
 		glGenTextures(1, &directional_shadow.depth);
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index f9953f83dbb..c0324b26748 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -563,6 +563,7 @@ public:
 			Transform transform;
 			float farplane;
 			float split;
+			float bias_scale;
 		};
 
 		ShadowTransform shadow_transform[4];
@@ -598,7 +599,7 @@ public:
 
 	virtual RID light_instance_create(RID p_light);
 	virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
-	virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass);
+	virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0);
 	virtual void light_instance_mark_visible(RID p_light_instance);
 
 	/* REFLECTION INSTANCE */
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index cf540c15773..ab5cea01dcd 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -4273,7 +4273,6 @@ RID RasterizerStorageGLES3::light_create(VS::LightType p_type) {
 	light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3;
 	light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6;
 	light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 0.1;
-	light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE] = 0.1;
 
 	light->color = Color(1, 1, 1, 1);
 	light->shadow = false;
@@ -4310,8 +4309,7 @@ void RasterizerStorageGLES3::light_set_param(RID p_light, VS::LightParam p_param
 		case VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET:
 		case VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET:
 		case VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS:
-		case VS::LIGHT_PARAM_SHADOW_BIAS:
-		case VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE: {
+		case VS::LIGHT_PARAM_SHADOW_BIAS: {
 
 			light->version++;
 			light->instance_change_notify();
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 0f1a7458d7a..9a2cd577ef5 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -1543,7 +1543,7 @@ FRAGMENT_SHADER_CODE
 #if defined(LIGHT_USE_PSSM_BLEND)
 
 	if (use_blend) {
-		shadow=mix(shadow, sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord2.xy,pssm_coord2.z,light_clamp));
+		shadow=mix(shadow, sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord2.xy,pssm_coord2.z,light_clamp),pssm_blend);
 	}
 #endif
 
diff --git a/drivers/gles3/shaders/ssao.glsl b/drivers/gles3/shaders/ssao.glsl
index ba29ec52c79..d8302bd46ed 100644
--- a/drivers/gles3/shaders/ssao.glsl
+++ b/drivers/gles3/shaders/ssao.glsl
@@ -12,7 +12,7 @@ void main() {
 [fragment]
 
 
-#define NUM_SAMPLES (11)
+#define NUM_SAMPLES (15)
 
 // If using depth mip levels, the log of the maximum pixel offset before we need to switch to a lower
 // miplevel to maintain reasonable spatial locality in the cache
@@ -25,8 +25,20 @@ void main() {
 
 // This is the number of turns around the circle that the spiral pattern makes.  This should be prime to prevent
 // taps from lining up.  This particular choice was tuned for NUM_SAMPLES == 9
-#define NUM_SPIRAL_TURNS (7)
 
+const int ROTATIONS[] = int[]( 1, 1, 2, 3, 2, 5, 2, 3, 2,
+3, 3, 5, 5, 3, 4, 7, 5, 5, 7,
+9, 8, 5, 5, 7, 7, 7, 8, 5, 8,
+11, 12, 7, 10, 13, 8, 11, 8, 7, 14,
+11, 11, 13, 12, 13, 19, 17, 13, 11, 18,
+19, 11, 11, 14, 17, 21, 15, 16, 17, 18,
+13, 17, 11, 17, 19, 18, 25, 18, 19, 19,
+29, 21, 19, 27, 31, 29, 21, 18, 17, 29,
+31, 31, 23, 18, 25, 26, 25, 23, 19, 34,
+19, 27, 21, 25, 39, 29, 17, 21, 27 );
+
+//#define NUM_SPIRAL_TURNS (7)
+const int NUM_SPIRAL_TURNS = ROTATIONS[NUM_SAMPLES-1];
 
 uniform sampler2D source_depth; //texunit:0
 uniform highp usampler2D source_depth_mipmaps; //texunit:1
diff --git a/scene/3d/light.cpp b/scene/3d/light.cpp
index b4a4cf70bb2..9c87acec6e6 100644
--- a/scene/3d/light.cpp
+++ b/scene/3d/light.cpp
@@ -234,7 +234,7 @@ void Light::_bind_methods() {
 	BIND_CONSTANT(PARAM_SHADOW_SPLIT_3_OFFSET);
 	BIND_CONSTANT(PARAM_SHADOW_NORMAL_BIAS);
 	BIND_CONSTANT(PARAM_SHADOW_BIAS);
-	BIND_CONSTANT(PARAM_SHADOW_BIAS_SPLIT_SCALE);
+
 	BIND_CONSTANT(PARAM_MAX);
 }
 
@@ -262,8 +262,7 @@ Light::Light(VisualServer::LightType p_type) {
 	set_param(PARAM_SHADOW_SPLIT_2_OFFSET, 0.2);
 	set_param(PARAM_SHADOW_SPLIT_3_OFFSET, 0.5);
 	set_param(PARAM_SHADOW_NORMAL_BIAS, 0.0);
-	set_param(PARAM_SHADOW_BIAS, 0.);
-	set_param(PARAM_SHADOW_BIAS_SPLIT_SCALE, 0.1);
+	set_param(PARAM_SHADOW_BIAS, 0.15);
 }
 
 Light::Light() {
@@ -318,7 +317,6 @@ void DirectionalLight::_bind_methods() {
 	ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_split_3", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_3_OFFSET);
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "directional_shadow_blend_splits"), "set_blend_splits", "is_blend_splits_enabled");
 	ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_normal_bias", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_param", "get_param", PARAM_SHADOW_NORMAL_BIAS);
-	ADD_PROPERTYI(PropertyInfo(Variant::REAL, "directional_shadow_bias_split_scale", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_param", "get_param", PARAM_SHADOW_BIAS_SPLIT_SCALE);
 
 	BIND_CONSTANT(SHADOW_ORTHOGONAL);
 	BIND_CONSTANT(SHADOW_PARALLEL_2_SPLITS);
@@ -328,8 +326,11 @@ void DirectionalLight::_bind_methods() {
 DirectionalLight::DirectionalLight()
 	: Light(VisualServer::LIGHT_DIRECTIONAL) {
 
-	set_param(PARAM_SHADOW_NORMAL_BIAS, 0.1);
+	set_param(PARAM_SHADOW_NORMAL_BIAS, 0.2);
+	set_param(PARAM_SHADOW_BIAS, 1.0);
+	set_param(PARAM_SHADOW_MAX_DISTANCE, 200);
 	set_shadow_mode(SHADOW_PARALLEL_4_SPLITS);
+
 	blend_splits = false;
 }
 
diff --git a/scene/3d/light.h b/scene/3d/light.h
index c02f9d12d34..22ff5c07637 100644
--- a/scene/3d/light.h
+++ b/scene/3d/light.h
@@ -60,7 +60,6 @@ public:
 		PARAM_SHADOW_SPLIT_3_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET,
 		PARAM_SHADOW_NORMAL_BIAS = VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS,
 		PARAM_SHADOW_BIAS = VS::LIGHT_PARAM_SHADOW_BIAS,
-		PARAM_SHADOW_BIAS_SPLIT_SCALE = VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE,
 		PARAM_MAX = VS::LIGHT_PARAM_MAX
 	};
 
diff --git a/servers/visual/rasterizer.h b/servers/visual/rasterizer.h
index c5fc2fe8af3..7d922d6776c 100644
--- a/servers/visual/rasterizer.h
+++ b/servers/visual/rasterizer.h
@@ -131,7 +131,7 @@ public:
 
 	virtual RID light_instance_create(RID p_light) = 0;
 	virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) = 0;
-	virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass) = 0;
+	virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0) = 0;
 	virtual void light_instance_mark_visible(RID p_light_instance) = 0;
 
 	virtual RID reflection_atlas_create() = 0;
diff --git a/servers/visual/visual_server_scene.cpp b/servers/visual/visual_server_scene.cpp
index b905b230dce..352daa96554 100644
--- a/servers/visual/visual_server_scene.cpp
+++ b/servers/visual/visual_server_scene.cpp
@@ -1347,6 +1347,8 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
 
 			bool overlap = VSG::storage->light_directional_get_blend_splits(p_instance->base);
 
+			float first_radius = 0.0;
+
 			for (int i = 0; i < splits; i++) {
 
 				// setup a camera matrix for that range!
@@ -1373,9 +1375,11 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
 
 				// obtain the light frustm ranges (given endpoints)
 
-				Vector3 x_vec = p_instance->transform.basis.get_axis(Vector3::AXIS_X).normalized();
-				Vector3 y_vec = p_instance->transform.basis.get_axis(Vector3::AXIS_Y).normalized();
-				Vector3 z_vec = p_instance->transform.basis.get_axis(Vector3::AXIS_Z).normalized();
+				Transform transform = p_instance->transform.orthonormalized(); //discard scale and stabilize light
+
+				Vector3 x_vec = transform.basis.get_axis(Vector3::AXIS_X).normalized();
+				Vector3 y_vec = transform.basis.get_axis(Vector3::AXIS_Y).normalized();
+				Vector3 z_vec = transform.basis.get_axis(Vector3::AXIS_Z).normalized();
 				//z_vec points agsint the camera, like in default opengl
 
 				float x_min, x_max;
@@ -1386,7 +1390,10 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
 				float y_min_cam, y_max_cam;
 				float z_min_cam, z_max_cam;
 
+				float bias_scale = 1.0;
+
 				//used for culling
+
 				for (int j = 0; j < 8; j++) {
 
 					float d_x = x_vec.dot(endpoints[j]);
@@ -1435,6 +1442,12 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
 
 					radius *= texture_size / (texture_size - 2.0); //add a texel by each side, so stepified texture will always fit
 
+					if (i == 0) {
+						first_radius = radius;
+					} else {
+						bias_scale = radius / first_radius;
+					}
+
 					x_max_cam = x_vec.dot(center) + radius;
 					x_min_cam = x_vec.dot(center) - radius;
 					y_max_cam = y_vec.dot(center) + radius;
@@ -1493,10 +1506,10 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
 					ortho_camera.set_orthogonal(-half_x, half_x, -half_y, half_y, 0, (z_max - z_min_cam));
 
 					Transform ortho_transform;
-					ortho_transform.basis = p_instance->transform.basis;
+					ortho_transform.basis = transform.basis;
 					ortho_transform.origin = x_vec * (x_min_cam + half_x) + y_vec * (y_min_cam + half_y) + z_vec * z_max;
 
-					VSG::scene_render->light_instance_set_shadow_transform(light->instance, ortho_camera, ortho_transform, 0, distances[i + 1], i);
+					VSG::scene_render->light_instance_set_shadow_transform(light->instance, ortho_camera, ortho_transform, 0, distances[i + 1], i, bias_scale);
 				}
 
 				VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
diff --git a/servers/visual_server.h b/servers/visual_server.h
index 4f2f9d30fac..470f927f6be 100644
--- a/servers/visual_server.h
+++ b/servers/visual_server.h
@@ -358,7 +358,6 @@ public:
 		LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET,
 		LIGHT_PARAM_SHADOW_NORMAL_BIAS,
 		LIGHT_PARAM_SHADOW_BIAS,
-		LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE,
 		LIGHT_PARAM_MAX
 	};