enum DepthTest

Depth test describes how this material looks at and responds to depth information in the zbuffer! The default is Less, which means if the material pixel’s depth is Less than the existing depth data, (basically, is this in front of some other object) it will draw that pixel. Similarly, Greater would only draw the material if it’s ‘behind’ the depth buffer. Always would just draw all the time, and not read from the depth buffer at all.

Enum Values

   
Always Don’t look at the zbuffer at all, just draw everything, always, all the time! At this point, the order at which the mesh gets drawn will be super important, so don’t forget about Material.QueueOffset!
Equal Only draw pixels if they’re at exactly the same depth as the zbuffer!
Greater Pixels in front of the zbuffer will be discarded! This is opposite of how things normally work. Great for drawing indicators that something is occluded by a wall or other geometry.
GreaterOrEq Pixels in front of (or exactly at) the zbuffer will be discarded! This is opposite of how things normally work. Great for drawing indicators that something is occluded by a wall or other geometry.
Less Default behavior, pixels behind the depth buffer will be discarded, and pixels in front of it will be drawn.
LessOrEq Pixels behind the depth buffer will be discarded, and pixels in front of, or at the depth buffer’s value it will be drawn. This could be great for things that might be sitting exactly on a floor or wall.
Never Never draw a pixel, regardless of what’s in the zbuffer. I can think of better ways to do this, but uhh, this is here for completeness! Maybe you can find a use for it.
NotEqual Draw any pixel that’s not exactly at the value in the zbuffer.




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