The depth in 5.5 is inverted (for DirectX 11), which I think requires flipping culling so “Cull Back” actually means “Cull Front”. You can either flip your projection matrix as well, or try setting the shader’s culling to Front for DX11. There’s not a great way of handling this purely in the shader that I know of unfortunately, maybe having two SubShaders, one with #pragma exclude_renderers dx11 and one with #pragma only_renderers dx11
Unfortunately that didn’t solve the issue, I’m 100% sure that its something to do with the z testing. I can get the exact same result if I write ZTest always in the shader, quite an annoying issue
Nope it just doesn’t even render with that confusing stuff. I’m not too familiar with this stuff and the person who wrote our original solution is now on holidays for awhile so its up to me to solve it