using System; namespace UnityEngine.Rendering.HighDefinition { /// User-facing settings for GPU Resident Drawer draw submission settings. [Serializable] public struct GlobalGPUResidentDrawerSettings { /// Default GlobalImprovedDrawSubmissionSettings /// Default value for GlobalImprovedDrawSubmissionSettings public static GlobalGPUResidentDrawerSettings NewDefault() => new GlobalGPUResidentDrawerSettings() { mode = GPUResidentDrawerMode.Disabled, smallMeshScreenPercentage = 0.0f, enableOcclusionCullingInCameras = false, useDepthPrepassForOccluders = true }; /// batching mode of macro batcher. public GPUResidentDrawerMode mode; /// /// Default minimum screen percentage (0-20%) gpu-driven Renderers can cover before getting culled. /// public float smallMeshScreenPercentage; /// Enables occlusion culling in cameras public bool enableOcclusionCullingInCameras; /// Uses the depth prepass for occluders public bool useDepthPrepassForOccluders; } }