Preface: This only works with maps listed in cfg/mtp.cfg
When wearing a Pyrovision-enabling cosmetic on a supported map, the depth buffer breaks in a curious way:
(example depth shader)

It'd be nice if there was a comment in common.hlsl or readme about this as a warning.
Moreover, if you additionally have pyro_dof set to 1, which enables the subtle blur in Pyrovision, a render target texture called _rt_ResolvedFullFrameDepth becomes available, which contains a proper depth buffer in the red channel:

Garry's Mod also seems to support this depth buffer: https://wiki.facepunch.com/gmod/render.GetResolvedFullFrameDepth
This could be useful for custom maps, were there to be any way to allow pyrovision -- or, preferably, at least the depth pass itself -- on them, but unfortunately there isn't.
Source: CBaseWorldView::SSAO_DepthPass and CBaseWorldView::DrawSetup in tf2's viewrender.cpp
Preface: This only works with maps listed in cfg/mtp.cfg
When wearing a Pyrovision-enabling cosmetic on a supported map, the depth buffer breaks in a curious way:

(example depth shader)
It'd be nice if there was a comment in common.hlsl or readme about this as a warning.
Moreover, if you additionally have pyro_dof set to 1, which enables the subtle blur in Pyrovision, a render target texture called

_rt_ResolvedFullFrameDepthbecomes available, which contains a proper depth buffer in the red channel:Garry's Mod also seems to support this depth buffer: https://wiki.facepunch.com/gmod/render.GetResolvedFullFrameDepth
This could be useful for custom maps, were there to be any way to allow pyrovision -- or, preferably, at least the depth pass itself -- on them, but unfortunately there isn't.
Source: CBaseWorldView::SSAO_DepthPass and CBaseWorldView::DrawSetup in tf2's viewrender.cpp