I have a project with a Camera's Clear Flags set to "Depth Only". In the editor, this works as expected, with each frame drawing upon the last. When I export for WebGL, it clears to black each frame. Is it possible to keep WebGL from clearing each frame? I've tried several shader approaches as well, writing the frame to a RenderTexture and accessing that on the next frame. That also works in the editor but gives a blank (black) output in a WebGL build.