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I've been trying to use the depth node for displacement/vertex offset as well with no luck. I think the problem has to do with the order that shader passes are drawn in each frame. Depth isn't drawn until after the vertex pass is completed which is the same pass where displacement is applied. So basically the depth info doesnt exist yet when you call it in the vertex pass. I've heard talk of using a compute shader to solve this but as an artist, that is a subject beyond my abilities. I'd love to see a solution for this built into Shader Forge somehow if it is even possible.