Material.DepthWrite

bool DepthWrite{ get set }

Description

Should this material write to the ZBuffer? For opaque objects, this generally should be true. But transparent objects writing to the ZBuffer can be problematic and cause draw order issues. Note that turning this off can mean that this material won’t get properly accounted for when the MR system is performing late stage reprojection.

Not writing to the buffer can also be faster! :)




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