This is a blocker for any type of post processing (👀) as it heavily relies on sampling of depth buffer. The solution implemented in #1612 (closed) was to simply clear depth buffer, but this obviously won't work for us. An alternative method is needed. @AnyOldName3 briefly suggested we render to a translucent frame buffer like we do with character preview and discard depth when it is max, overlaying this onto main scene.