The Godot devs are breaking compatibility in Godot 4.3 to introduce reverse z sorting, which will bring a massive improvement to depth buffer precision at no performance or memory cost.
You may need to tweak your shaders if you use a custom spatial shader that:
- Writes to
POSITION
in the vertex processor function- Writes to
DEPTH
in the fragment processor function- Reads from
depth_texture
- Operates in clip space
Some methods for migrating affected shaders is included in the blog post: Introducing Reverse Z (AKA I'm sorry for breaking your shader)