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, based on the polygon's slope relative to the camera (i.e. polygons parallel to the camera will not be affected by this).[1]
How much this material should be pushed forwards or backwards on the depth buffer (regardless of the polygon's slope relative to the camera), in units equal to the smallest possible difference for the rendering device being used.[1]