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Render a 3D pass on top of another #3567

@HackerFoo

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@HackerFoo

What problem does this solve or what need does it fill?

When building a 3D UI, it's desirable to always render object in the UI on top regardless of depth.

What solution would you like?

Add a renders_on_top flag to Camera that causes the depth texture to clear at the start of a 3D render pass.

What alternative(s) have you considered?

I considered creating a depth-only clear pass, which could be done without modifying Bevy, but this would be an extra pass and a lot of code in the application.

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IMG_0168

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    A-RenderingDrawing game state to the screenA-UIGraphical user interfaces, styles, layouts, and widgetsC-FeatureA new feature, making something new possible

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