Yes, but not in Uniy. For camera anti-wall clipping. Every frame, I casted a face. If it collided with a wall, the camera was moved on local Z axis to the center of the face.
The point was, that if you did it on raycast, the camera ended up in the wall anyway, if the angle of hit was very small (see picture attached). This is caused by NearClip distance - the larger it is, the bigger the problem.
If Unity doesn't have this, I'll just work aroud it, with 4 raycasts or something. Unless somebody already figured it out and wants to share
Thanks!