Creates a new Pass for this Technique.
Remarks
A Pass is a single rendering pass, i.e. a single draw of the given material. Note that if you create a pass without a fragment program, during compilation of the material the pass may be split into multiple passes if the graphics card cannot handle the number of texture units requested. For passes with fragment programs, however, the number of passes you create will never be altered, so you have to make sure that you create an alternative fallback Technique for if a card does not have enough facilities for what you're asking for.
IN other words the number of new pass would be 0 or NumOfPasses ?
@paroj can you alter the docs and explain my question there ?
By trial and error I have found out ti's the zero - 0 index which is created ..... long ago.
But I don't know what should I put in that PR, maybe someone else more skilled would do that please ....