yea, good improvement so far. here is a little shot of some artifacts on the rotating cubes for which there may be a solution...
maybe you can try one of those ideas or even combine both. what about rendering the depth path with inverted CullMode.. i always fail when the question is which one. i guess its CCW so you see draw the backsides for the depth calculation
and you could offset the vertexpositions a bit:
In.position.xyz += (In.normal.xyz,matWorldViewProj)*factor;
maybe you already tried that? if not, it could be worth a shot