coplanarTieBreak property
Whether exactly coplanar surfaces of different materials resolve to a stable winner instead of flickering (z-fighting).
Each material without an explicit Material.depthLayer gets an
automatic rank from its creation order, and each instance one from its
position, and is pushed back from the camera by up to half a pixel of
its depth slope by rank, so overlapping faces in one plane stop trading
pixels as the camera moves. Positive layers always draw over every rank.
The rank is arbitrary, so an overlay that should show can end up
consistently hidden, and surfaces a sliver apart (a road a centimetre
above the ground, far off) can swap. Prefer fixing the overlap or
setting depthLayer, and use this as a safety net for generated
content. Experimental. Defaults to false.
Implementation
bool coplanarTieBreak = false;