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 | 237 | 238 | 99.6% |
| 2026-09 | 173 | 175 | 98.9% |
| 2026-10 | 364 | 371 | 98.1% |
| 2026-11 | 30 | 32 | 93.8% |
By browser (last 30 days)
| Browser | Availability | n |
|---|---|---|
| chrome | 97.7% | 260 |
| edge | 100.0% | 40 |
| firefox | 93.2% | 44 |
| safari | 100.0% | 29 |
| opera | 100.0% | 1 |
| samsung | 100.0% | 3 |
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.