using System; namespace UnityEngine.Rendering { [GenerateHLSL(needAccessors = false, generateCBuffer = true)] internal unsafe struct OcclusionCullingDebugShaderVariables { public Vector4 _DepthSizeInOccluderPixels; [HLSLArray(OccluderContext.k_MaxOccluderMips, typeof(ShaderGenUInt4))] public fixed uint _OccluderMipBounds[OccluderContext.k_MaxOccluderMips * 4]; public uint _OccluderMipLayoutSizeX; public uint _OccluderMipLayoutSizeY; public uint _OcclusionCullingDebugPad0; public uint _OcclusionCullingDebugPad1; } }