Additive/glow renderables (tagged LAYERS.EMISSIVE), drawn before the transparent layers.
OIT-capable renderables currently transparent (routed through OIT).
Subset of oit whose whole material is OIT-capable (hidden in opaque pass).
Subset of oit that are mixed multi-material meshes (some opaque groups).
OIT-capable renderables that are currently fully opaque and therefore drawn in the opaque pass as real occluders (depth-writing), bypassing the OIT passes.
Plain opaque renderables (not OIT-capable, not overlay).
Always-on-top renderables (tagged LAYERS.OVERLAY), drawn after the transparent layers.
Per-frame object counts for each classification, exposed for debugging.