depth-clip-control

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100%
last 30 days, n = 142
Year over year
unlocks once the dataset spans a year
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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

MonthWith featureEligible reportsAvailability
2026-08 106 106 100.0%
2026-09 36 36 100.0%

By browser (last 30 days)

BrowserAvailabilityn
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.