Linear Depth Buffer in Orthographic?

Prior to creating a test project for it, I’m going to see if anyone here knows.

I’m curious if the Depth buffer in default Orthographic Perspective is Linear, or Inverse Linear.

Inverse Linear is the standard for Perspective, but the distance from camera is not relevant in Orthographic and so Inverse Linear doesn’t make as much sense. I’m curious if this gets altered automatically or if I’m going to have to manually change my Projection Matrix.

Upon further reading it seems this is often called a W Buffer as opposed to a Z Buffer.

Still unsure as to Unity’s approach to them though.