Depth Buffer (Depth Buffer / Z-buffer) is a technical term that is extremely important in rendering and optimizing game graphics (technical art). Explanation of the mechanism for correctly determining occlusion (Z-Test) of the front and back of 3D objects using a dedicated buffer that stores the "distance (depth)" from the camera for each pixel on the screen.
Real-world analogy: A management board that measures the distance (in centimeters) from the person in front of you in a theater seat and records who is closest to you
Depth buffer is "a monochrome distance list that records only the distance of the currently seated customer from the screen (camera) for every pixel in the movie theater". Every time a new actor (object) is about to be drawn, the numbers are compared with this list (Z-Test), and only when it is found that the distance is closer than the distance already recorded, overwriting is allowed, and the old one is shielded to the back.
Illustration: Depth Buffer (Depth Buffer / Infographic that clearly illustrates the basic processing flow and mechanism of Z buffer) in Japanese.
Detailed mechanism and operating principle
Set the models slightly apart or increase the Near Clip Plane value in Project Settings to optimize the depth buffer precision allocation and ensure accurate Z-Test (depth test).