Z - common surface shader for compute z channel.
Adjustable distance of far and near clip planes.
Output is B/W RGB or RGBA image.
Supported 8bit, 16bit and 32(float)bit for component.
Supported object with alpha channel, reflect and refract.
It is possible to invert Z.
Shader assigned as common surface shader.
For parallel compute Z during main pass you may take advantage of buffer_writer shader.
Go to Download
If you find any bugs or you have any suggestions please mail me to firstname.lastname@example.org