After having no luck finding a Render Engine that has this feature explicitly, I now have to figure out a way to achieve the same effect just with Eevee and 2.92.
I need a way to selectively make objects render slightly in front of other ones in order to more easily make faces (because I reeeeeally hate face modeling)
For example, this is a character I made in 2.79:
And her face looks great from any angle, which is because the eyes and mouth are actually like this:
They’re inset in such a way that they’re positioned correctly when rendered on top, which was then done via the Z-Offset option. Eevee doesn’t have that because of the way it renders, right? Something about doing the opposite of Blender Internal’s method because it’s more ‘realistic’?
Anybody know any tricks that might work for that, while also ensuring that face parts don’t render on top of other objects that may pass between then and the camera, or the back of the character’s head?
Some kind of dynamic displacement towards the camera? (Musing: Wouldn’t work because the method I’m using for the eye texture involves projecting a texture via object mapping. Unless the mapping objects can also be affected?)
Alpha cutout projection via shader nodes?
Render layers with Z-Depth/Z-Buffer tomfoolery?
Some mechanical monstrosity with camera-facing bones and literal, physical offset?
Putting the face into a separate scene and projecting the camera view of that scene onto the face?
Compositor wizardry with colored masks per character where a face layer renders in front of the specified face mask color per character somehow?
A holdout shader somehow limited to a single object without messing with the rest of the render?