That artifact is often called “shadow acne” and it’s produced by precision problems where the shadow algorithm can’t reliably detect which pixels are in shadow and which are not. Increasing the bias is one way to fix that, but you’ll find that if you increase the bias too much, the objects will start to appear disconnected from their shadows, “floating” above them. Also, this problem is most obvious on surfaces parallel with the light direction. It can be tricky to dial in the bias such that it works on all surfaces in all directions.
You can also fix or alleviate shadow acne by doing a few things:
Decreasing the range over which shadows are cast.
Increasing the number of cascades used for shadows.
Increasing the shadow resolution.
Increasing the number of shadow samples per pixel, but I don’t know that Unity exposes that parameter.