'transparent' (in the sorted set) or 'opaque' (drawn depth-first).
Whether the mesh writes depth (material.depthWrite).
Resolved mesh.renderOrder (compared ascending → lowest drawn first).
OptionallayerAuthored cross-layer draw order, when the layer states one
(docs/guides/specs/LAYER_ORDER_SPEC.md); undefined when it does
not. Unlike renderOrder this is camera-INDEPENDENT — it says why a
layer sits where it does rather than where it happens to sit this frame —
which is exactly what is hard to diagnose from the resolved integer alone.
Live cross-node draw-order state for one data mesh, read off the THREE material + object (
material.transparent,material.depthWrite,mesh.renderOrder). Surfaced per node in the scene-graph tree so a compositing-order bug (a backdrop drawn after the content in front of it) is visible without a renderer capture. Pure observability.