material { name : DepthVisualizer, shadingModel : unlit, } fragment { void material(inout MaterialInputs material) { prepareMaterial(material); const float n = 0.1; const float f = 35.0; float linearZ = (2.0 * n) / (f + n - gl_FragCoord.z * (f - n)); material.baseColor.rgb = float3(linearZ); } }