BasicClouds fix: this follows a pattern of behavior and resolution similar to scattersky, skybox, and cloudLayer, where due to the prior systems method of drawing light, rendering sky objects, then drawing color over that, first we need to allow the renderstate to read the depthbuffer ( desc.setZReadWrite( true, false ); engine-side) then we need to let it have depth (OUT.hpos.w = OUT.hpos.z; prefab shader side)