Custom depth and large scenes

A large world coord solution doesn’t currently exist for this. Without changing the epsilon CreateInvDeviceZToWorldZTransform() you’ll be giving up some precision. A couple ideas are to implement your own version of the ConvertFromDeviceZ() that ignores View_InvDeviceZToWorldZTransform[3] and use that in a Custom HLSL node, or run the PixelDepth through something like this in CustomHLSL node (not tested) to introduce the epsilon there as well.

return ConvertFromDeviceZ(ConvertToDeviceZ(PixelDepth));Neither is a very elegant solution.