Allegedly the z-prepass is rendered without taking material into consideration. So how does pixel depth offset be able to affect depth result?
I was able to find the function that apply PDO to depth buffer (in DepthOnlyPixelShader.usf):
ApplyPixelDepthOffsetToMaterialParameters(MaterialParameters, PixelMaterialInputs, OutDepth);
Does that imply that material expressions related to depth actually being processed?