If true, integrating this asset (e.g. processing procedural assets) gets higher priority than assets with this flag off. An example is user laser procedural meshes.
Where the band of color change when the material intercects with a material starts to fade to the intercect colors where the material intercects with another.
Where the band of color change when the material intercects with a material stops to fading to the intercect colors away from the edge where the material intercects with another and actually reaches 100% intercect.
How much this material should be pushed forwards or backwards on the depth buffer (negative is closer), adjusted for the polygon's slope relative to the camera's near and far planes. This can be used to sort overlapping geometry that would otherwise Z-fight.[1]
How much this material should be pushed forwards or backwards on the depth buffer (negative is closer), in units equal to the smallest possible difference for the rendering device being used.[1]