确定对象的渲染顺序。
举例来说,在这种方式下,透明对象在不透明对象之后渲染。
另请参阅:Material.renderQueue、Shader.renderQueue、subshader tags。
Background | 此渲染队列在任何其他渲染队列之前渲染。 |
Geometry | 不透明几何体使用此队列。 |
AlphaTest | 经过 Alpha 测试的几何体将使用此队列。 |
GeometryLast | 视为“不透明”的最后的渲染队列。 |
Transparent | 此渲染队列在 Geometry 和 AlphaTest 之后渲染,按照从后到前的顺序。 |
Overlay | 此渲染队列旨在获得覆盖效果。 |
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