Thanks for the links!
I’m still not sure quite how to go about it but it’s very possible that someone else might be able to pick up from the breadcrumbs and find the way from there.
Also from the developers they wrote…
“…selectively clear depth. For example you can render the meshes at the end of the depth-only prepass with depth testing disabled and tagging those pixels in the stencil buffer. Then enable stencil test in the base pass to not touch those pixels. At the end of the base pass you turn off stencil test and render your foreground meshes with depth testing enabled to get their properties in the gbuffer.”
The best clue from the links I found to start being able to do that was this post…
I don’t know how to effectively use the scene depth nodes to do this yet but if I ever find out i’ll post the answer here!
Aidy.