See discussion in #6038.
There is an issue with the GLSL compilation in IE that disables clipping plane functionality.
For example:
http://localhost:8080/Apps/Sandcastle/index.html?src=3D Tiles Clipping Planes.html&label=All

@likangning93 perhaps your infinite clipping planes and clipping boxes will fix this...
Perhaps related to #6077
@likangning93 as part of your infinite clipping plane and box work, we also want to fix this (post 1.41) - which I think will just happen by moving from uniform arrays to textures - but also by adding the infrastructure to Model.js so that shaders can be recompiled to add/remove the clipping plane code like Globe currently does.
@lilleyse can help once everything else is done for infinite clipping planes/boxes.
Herm... not fixed yet, and also not working in Edge (although I don't think it's working in Edge in master either).
Okay. This should be fixed in https://github.com/AnalyticalGraphicsInc/cesium/pull/6201, but the bug wasn't just uniform arrays. See https://github.com/AnalyticalGraphicsInc/cesium/blob/master/Source/Shaders/Builtin/Functions/windowToEyeCoordinates.glsl#L34.
IE and Edge were always having this check (mat4 inequality) return false, which seems like a bug with their WebGL implementation.
Good catch, thanks @likangning93
Removing priority next release, this will come in with #6201
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Okay. This should be fixed in https://github.com/AnalyticalGraphicsInc/cesium/pull/6201, but the bug wasn't just uniform arrays. See https://github.com/AnalyticalGraphicsInc/cesium/blob/master/Source/Shaders/Builtin/Functions/windowToEyeCoordinates.glsl#L34.
IE and Edge were always having this check (
mat4inequality) return false, which seems like a bug with their WebGL implementation.