material { name : LinearDepth, shadingModel : unlit, requires : [ position, uv0 ], shadingModel : unlit, doubleSided : false, blending: opaque, depthWrite : true, depthCulling : true, } fragment { void material(inout MaterialInputs material) { prepareMaterial(material); material.baseColor = vec4(gl_FragCoord.z, 0.0, 0.0, 1.0); } }