When the OpenGLES3 API compares 2 depths, it produces water ripples

I used 1 render pass that I created myself and drew a depth map.
Its format is: D24_UNorm_S8_UInt.
When compared to the _CameraDepthTexture generated by CopyPass, the result is the same as water ripples.
_CameraDepthTexture format is: R32F.
This issue only occurs in OpenGLES3, has anyone ever encountered this situation?