I think you missunderstood my problem, so i will explain my point a little bit further:
I want a stylized water that is 100% opaque everywhere and uses dynamic vertice offsets to generate a realistic wave look.
Now, to create an even more stylized look, i need to create an outline of objects intersecting inside the water, which requires the depth-fade node, only available to PP or translucent materials.
So, i set the material to translucent and am now able to use the depthfade node to colorlerp my stylized outline for e.g floating objects.
What happens now is that the depth-check for the entire ocean mesh fails to apply on himself: polygons in the back are rendered above polygons in the frons, even though the material is 100% opaque.
I quickly setup a demonstration material for you:
http://i.imgur.com/ZdbemzI.png
Here is the outline for the intersecting object (as intended):
http://i.imgur.com/zlKJT8s.png
And here is the issue with the not-culled polygons rendered above fron-polygons:
http://i.imgur.com/0BeaLPl.png
The camera is below the wave, but all faces are rendered through the wave.Everything that is red lays behind the wave and should not be rendered, they should be culled since the translucent material is set to be 100% opaque.