You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
33 lines
1.3 KiB
33 lines
1.3 KiB
using System;
|
|
|
|
namespace UnityEngine.Rendering.HighDefinition
|
|
{
|
|
/// <summary>User-facing settings for GPU Resident Drawer draw submission settings.</summary>
|
|
[Serializable]
|
|
public struct GlobalGPUResidentDrawerSettings
|
|
{
|
|
/// <summary>Default GlobalImprovedDrawSubmissionSettings</summary>
|
|
/// <returns>Default value for GlobalImprovedDrawSubmissionSettings</returns>
|
|
public static GlobalGPUResidentDrawerSettings NewDefault() => new GlobalGPUResidentDrawerSettings()
|
|
{
|
|
mode = GPUResidentDrawerMode.Disabled,
|
|
smallMeshScreenPercentage = 0.0f,
|
|
enableOcclusionCullingInCameras = false,
|
|
useDepthPrepassForOccluders = true
|
|
};
|
|
|
|
/// <summary>batching mode of macro batcher.</summary>
|
|
public GPUResidentDrawerMode mode;
|
|
|
|
/// <summary>
|
|
/// Default minimum screen percentage (0-20%) gpu-driven Renderers can cover before getting culled.
|
|
/// </summary>
|
|
public float smallMeshScreenPercentage;
|
|
|
|
/// <summary>Enables occlusion culling in cameras</summary>
|
|
public bool enableOcclusionCullingInCameras;
|
|
|
|
/// <summary>Uses the depth prepass for occluders</summary>
|
|
public bool useDepthPrepassForOccluders;
|
|
}
|
|
}
|