ShaderRenderMode#
How a custom surface covers the scene. Chosen when authoring its shader; runtime materials change declared values.
public enum ShaderRenderModeValues#
| Name | Value | Description |
|---|---|---|
Opaque | 0 | Solid coverage with depth writes. |
Cutout | 1 | Alpha below the surface threshold is discarded in color, depth, shadow and selection passes. |
Transparent | 2 | Premultiplied alpha blending, sorted back to front, with depth testing but no depth writes or opaque shadows. |
Source#
- SurfaceModel.cs