I am using postprocessing DepthPass which does a RenderPass of the screen replacing all the materials with MeshDepthMaterial. You can see in the image it creates these bands that cant be right. the Camera view is a mostly topdown view so the view is mostly just the ground plane at a slight angle. I do the same technique with the MeshNormalMaterial and that works great. Assuming i have something setup wrong but can’t figure out what to try next.
The DepthPass is using RGBADepthPacking so i am ok with the colors.