Arbitrary depth write (SV_Depth) might be fine in any case as long as you're aware of the potential performance impact
15.02.2026 15:03 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
Yes, as long as you can ensure fragments are writing depth as being further away from the camera and never closer. It should be a viable approach.
15.02.2026 15:00 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
You can mitigate some of the impact by using SV_DepthGreaterEqual (hlsl system semantic) where the fragment shader will write a depth value greater or equal, which allows the early depth testing to still occur, but restricts the the valid depth values you can write
15.02.2026 14:07 โ ๐ 5 ๐ 0 ๐ฌ 1 ๐ 0
You can, but you should be careful about doing so, as it will disable some hardware optimizations like early z testing (testing that gets run before the fragment shader is dispatched). So it will have a performance impact.
15.02.2026 14:06 โ ๐ 3 ๐ 0 ๐ฌ 2 ๐ 0
be aware, if you are targetting cross platform and not just directx/hlsl then some shader compilers may act counterintuitively with NaN/Inf. Specifically, in Metal with fastmath enabled the shader compiler can treat NaN or INF as undefined behaviour. It may delete whole chunks of code
26.05.2025 10:16 โ ๐ 16 ๐ 0 ๐ฌ 1 ๐ 0
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