depth-clip-control
Specification: WebGPU § depth-clip-control
Normally, primitives outside the near/far range are clipped away. With unclippedDepth set on the pipeline’s primitive state, depth is clamped instead - geometry in front of the near plane still rasterizes at the clamped depth. Shadow mapping is the marquee use: casters between the light and its near plane would otherwise vanish and cause light leaks (“peter-panning” fixes often start here).
It corresponds to depthClamp in Vulkan and rasterizer depth-clip control in D3D/Metal, and is widely supported on desktop-class hardware. Renderers usually treat it as a quality enhancement with a fallback of tighter frustum fitting.
Availability by month
| Month | With feature | Eligible reports | Availability |
|---|---|---|---|
| 2026-08 | 106 | 106 | 100.0% |
| 2026-09 | 36 | 36 | 100.0% |
By browser (last 30 days)
| Browser | Availability | n |
|---|---|---|
| chrome | 100.0% | 90 |
| edge | 100.0% | 8 |
| firefox | 100.0% | 44 |
Availability = share of first-party, non-quarantined reports with WebGPU on a hardware (non-fallback) adapter that expose this feature. Developer-leaning sample. Full methodology.