Eevee - Material Shader - "Ray Length" or Z-index equivalent? Is there a method of controlling EEVEE shader node values based on distance from the camera? (Something like "Light Path > Ray Length" provides for Cycles shaders.)

I know you can render a Z-depth pass for compositing, but I would like to use this information in a shader node.

Any suggestions?
Found the answer to my own question: the "Camera Data" input node has "View Distance" and "View Z-Depth" outputs.