Extremely far mesh fading artifact

Hello,

I’ve been doing work with procedural mesh components and very large scale planets (around 2000km diameter) and I have encountered artifacts when the camera gets far away (again, very far, at least 6000km away from surface) where the the mesh starts being rendered behind other components, in this case it’s particles but it happens with a lot of different components.

I thought it could be occlusion culling losing precision due to the distance from camera but I haven’t been able to fix this issue so I’m here asking around if someone can help me understand what’s happening in this case and how it could be fixed.

Working distance

Planet fading at a greater distance from camera

Thank you very much !