RenderObjects scriptable render pass doesn't write to depth when there is a depth pre-pass

I have a RenderObjects pass that renders objects in my scene with the inverted hull outline method, essentially expanding the mesh along its normals and drawing it forward face culling. This works great, but I have noticed that I am getting some artifacts in the distance where my volumetric fog is. The fog is done at a later stage, before transparent.

I checked the Frame Debugger and noticed that there is a depth normals pre-pass but my outlines are not anywhere in there. If I get rid of the depth normals pre-pass by removing anything that would force it, it works fine and there are no artifacts. However, I really need depth pre-pass as some effects like Decals force it.

Is this a bug? Shouldn’t the Render Objects pass be rendering to the depth pre-pass if depth is enabled on the pass? If not, how do I make sure my outlined objects are in the depth pre-pass?

this is related, scene view behaves different than game view (looking into this now) How to write into the camera depth in a custom URP render pass? - #4 by AljoshaD

RenderObjects is very simple (and should be like this). It draws objects at a certain injection point. It’s not a bug. But it’s a limitation though. We’re looking into this.