// In case of deferred renderer, we can have forward opaque material. These materials need to be render in the depth buffer to correctly build the light list.
// And they will tag the stencil to not be lit during the deferred lighting pass.
if(m_FrameSettings.enableDBuffer||(addFullDepthPrepass&&!addAlphaTestedOnly))// Always true in case of forward rendering, use in case of deferred rendering if requesting a full depth prepass
if(forcePrepass||(addFullDepthPrepass&&!addAlphaTestedOnly))// Always true in case of forward rendering, use in case of deferred rendering if requesting a full depth prepass
{
// We render first the opaque object as opaque alpha tested are more costly to render and could be reject by early-z (but not Hi-z as it is disable with clip instruction)
// This is handled automatically with the RenderQueue value (OpaqueAlphaTested have a different value and thus are sorted after Opaque)