Mesh not rendered to CustomDepth buffer if translucent material opacity is below 0.3333?!?

Hello!

I am working on a translucent material, for which I’m using the CustomDepth buffer for depth culling.

Everything works as expected until the Opacity goes below 0.3333 :open_mouth:
For an opacity value of 0.3333 and above, the depth of the object is rendered in the CustomDepth buffer as intended. However, for 0.3332 and below, nothing seems to be rendered in the CustomDepth buffer!!! :face_with_spiral_eyes:
Here are screenshots demonstrating the problem using View mode → Buffer Visualization → Custom Stencil (it’s the same as Custom Depth, but easier to visualize with the bright colours):


For clarity on what the Tint parameter hooks into, here are the relevant parts of the material graph:


Any idea where that limitation comes from and how to remove it?

Someone on a different platform gave me the answer. :grinning_face:

In case anyone finds this post later, here’s the solution:
There’s an Opacity Mask Clip Value under Material → Advanced, which as the name implies prevented anything being rendered in the CustomDepth buffer under that opacity value.

Changing this value to 0 was the solution for my use case.