It's not that they make more money per unit on PC - it's that they receive a larger percentage of gross on digital. That's a very subtle, but important difference.
Because if you're comparing a $60 console title to its $60 PC counterpart (or even $50), the percentages favor PC revenue. But when you start comparing $40, $30, $20 PC counterparts to their still $60-$50 console ones, then the percentages don't necessarily work out. 35%-30% of $60 is still better than 60% of $25.
And with the vast majority of console sales coming in the launch window (with the game at full price) and the vast majority of PC sales coming after the game is below $20, it becomes even less clear and distinguishable.
Lifetime sales and revenue of multi-plat AAA still generally favor console outside of notable exceptions like Skyrim.
It's 45%, by the by, and while you are correct that 45% of $60 is better than 60% of $25, there's a lot to be said for a game's long-tail sales. Developers are starting to realize that longer-lived games are a sight better than fire and forget games, especially as games transition into services.
The cost of running games-as-a-service is much higher on consoles than it is on PC, plus the PC market is more amenable to such arrangements.
There's a reason the biggest moneymakers in video gaming are almost entirely PC exclusives (TF2 has a console port, obviously).