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using UnityEngine.Rendering.HighDefinition;
namespace UnityEditor.Rendering.HighDefinition
{
class SerializedGPUResidentDrawerSettings
{
public SerializedProperty root;
public SerializedProperty mode;
public SerializedProperty smallMeshScreenPercentage;
public SerializedProperty enableOcclusionCullingInCameras;
public SerializedProperty useDepthPrepassForOccluders;
public SerializedGPUResidentDrawerSettings(SerializedProperty root)
{
this.root = root;
mode = root.Find((GlobalGPUResidentDrawerSettings s) => s.mode);
smallMeshScreenPercentage = root.Find((GlobalGPUResidentDrawerSettings s) => s.smallMeshScreenPercentage);
enableOcclusionCullingInCameras = root.Find((GlobalGPUResidentDrawerSettings s) => s.enableOcclusionCullingInCameras);
useDepthPrepassForOccluders = root.Find((GlobalGPUResidentDrawerSettings s) => s.useDepthPrepassForOccluders);
}
}
}