using System; namespace UnityEngine.Rendering { [GenerateHLSL(needAccessors = false, generateCBuffer = true)] internal unsafe struct InstanceOcclusionCullerShaderVariables { public uint _DrawInfoAllocIndex; public uint _DrawInfoCount; public uint _InstanceInfoAllocIndex; public uint _InstanceInfoCount; public int _BoundingSphereInstanceDataAddress; public int _DebugCounterIndex; public int _InstanceMultiplierShift; public int _InstanceOcclusionCullerPad0; } }