Z-Fighting is necessary

Why does “z fighting” does not occur on some machines? this is crucial to me. Is it some issue with gpu?
I’m talking about the same project, same build.

I used the Graphic Emulation inside Unity and noticed that using “DirectX 7” and “Shader Model 1”, z-fighting doesn’t occurs. But when setting “Shader Model 2” or “Shader Model 3”, z-fighting shows up. Of course, I’m using the “No emulation”, so I can use image-effects shaders and view z-fighting.

I’m desperate to solve this. I even created a thread in ShaderLabs, asking for a help for a shader to reproduce the z-fighting effect. I think this way would guarantee the phenomenon in every machine.

Any help?

I don’t have a definite answer, but I’d imagine that any variation in how fragments are rasterized could affect z-fighting behavior, which may explain why you’re seeing different results on different machines.

I read your other thread - am I understanding correctly that you want to create a z-fighting effect? If so, why?

zfighting can’t be enforced to happen, its a consequence of missing precision and badly done art (coplanar surfaces in nearly the same place).

it does not happen on dinosaur and dx7 and sm1 cause they don’t use your shader but only a very simple one.

Yes, I do want to create the z-fighting effect, because this has something to do with the gameplay I’m working on…

But I’m enforcing this to happen. I have a project that I intentionally duplicated an object and moved it backwards like 0.0000005 units, recreating the effect successfully.
So, I have this effect already happening in this project. When I build it and go test on other machines, that same objects I placed and the z-fighting caused by the same bad placement, just don’t show up. The build is the same!

Do you know if I can force the game to be graphically emulated with shader model 3, on all machines, and if this is a good idea?

Aesthetic issues aside, I’d question the viability of incorporating z-fighting as a gameplay element. As has been noted, such behavior is most likely dependent on hardware, drivers, graphics API, etc., and so may differ depending on circumstances that are more or less out of your control.

I agree, this seems not to be too viable, but maybe I could have similar results using an animated texture?