Issue with Z-Fighting on highlight material on mesh with logarithmicDepthBuffer flag on

I want to select a mesh and then draw a highlight on top of it. Everything works but when i turn on LogarithmicDepthBuffer, there is z-fighting.

I have added the LogDepthBuf_pars_vertex / fragment etc to the highlight material shader.

I can see the highlight material but there is Z-fighting. It’s weird it only happens on some meshes, not others.

const highlightMaterial= new THREE.ShaderMaterial({
uniforms: {
},

vertexShader,
fragmentShader,

transparent: true,

depthWrite: false,

polygonOffsetFactor:-4,

polygonOffsetUnits: 1,

});

Using the polygonOffsetFactor doesn’t work, I’ve tried all manner of combinations but looks the same with z-fighting. When I turn off logarithmicDepthBuffer i can see the mesh highlight and it does not z-fight, but I need logarithmicDepthBuffer for other stuff.

Are you using Windows? Can you please verify if this issue happens on other devices, too?

The same problem occurs in both Windows and OSX. Verified. Same exact issue

Do you mind demonstrating the issue with a live example?

Besides, do you really need logarithmic depth buffer? What is the scale of your scene?