What do I replace a material's 'normalNode' with to force fragments to be shaded as if they were always pointing world-up (0,1,0)?

Let’s say I have a sphere mesh with a MeshLambertNodeMaterial on it.

I also have a DirectionalLight shining directly down from above.

What do I replace material.normalNode with such that the Lambert shading thinks all the fragment’s normals are pointing straight up? The end result should be a sphere that appears to have no shading at all (it should be a flat color).

is there a reason to use lambert.
If you use a MeshBasicNodeMaterial then you will have a flat colour

I still want the model to be affected by the angle of the light(s) hitting it. The entire model will just have the same “shade”.

here is a
material.normalNode = vec3(0,1,0)

I doubt it’s what you are looking for though.

Just setting it to tsl.vec3(0, 1, 0) didn’t work.

However, this worked:

material.normalNode = tsl.cameraViewMatrix.mul(tsl.vec4(0, 1, 0, 0)).xyz;