GPU occlusion culling means Unity uses the GPU instead of the CPU to exclude objects from rendering when they’re occluded behind other objects. Unity uses this information to speed up rendering in scenes that have a lot of occlusion.
The GPU Resident Drawer works only with the following:
Unity generates depth textures from the perspective of cameras and lights in the scene.
The GPU then uses the depth textures from the current frame and the previous frame to cull objects. Unity renders only objects that are unoccluded in either frame. Unity culls the remaining objects, which are occluded in both frames.
Whether GPU occlusion culling speeds up rendering depends on your scene. GPU occlusion culling is most effective in the following setups:
If occlusion culling doesn’t have a big effect on your scene, rendering time might increase because of the extra work the GPU does to set up GPU occlusion culling.
You can use the following to analyze GPU occlusion culling: