DX11 Non-Surface Shaders and ZWrite

It seems that in dx11 only surface shaders write to the depth buffer, and non surface shaders act as if they have ZWrite Off. Is this a bug, or are you supposed to do something special to get depth to work in dx11?

Hi, we have not seen this in our automated testing environment. Would you be able to raise a bug with a small repro project so we can take a look.