isplayOptions.Depth) {
                    scene.traverseVisible(object => {
                        if (object.material) {
                            this.originalMaterials.set(object, object.material);

                            if (object.isInstancedMesh) {
                                object.material = this.depthMaterialInstanced;
                            } else {
                                object.material = this.depthMaterial;
                            }
                        }
      