Sorts raycast intersections so that sprites take priority over anchors, anchors over measure line segments, and scene sprites over regular meshes, falling back to distance otherwise.
The first intersection to compare.
The second intersection to compare.
A negative number if a should come first, positive if b should, 0 if tied.
a
b
Sorts raycast intersections so that sprites take priority over anchors, anchors over measure line segments, and scene sprites over regular meshes, falling back to distance otherwise.