Hi,
I have a complex 3D scenes, the values in my depth buffer ranges from close shot, few centimeters, to various kilometers.
For some various effects I am using a depth bias, offset to circumvent some artifacts (SSAO, Shadow). Even during depth peeling by comparing depth between the current peel and the previous one some issues can occur when sampling the previous screen texture.
I have fix those issues for close up shot but when the fragment is far enough, the bias become obsolete.
I am wondering how to tackle the bias for such scenes. Something around bias depending on the current world depth of the current pixel or maybe completely disabling the effect at a given depth ?
Is there some good practices regarding those issues, and how can I address them ?

