using System; namespace UnityEngine.Rendering { /// /// Global XR Settings. /// [Serializable] public struct GlobalXRSettings { internal static GlobalXRSettings NewDefault() => new GlobalXRSettings() { singlePass = true, occlusionMesh = true, cameraJitter = false }; /// Use single pass. public bool singlePass; /// Use occlusion mesh. public bool occlusionMesh; /// Add jitter to camera for temporal effects. public bool cameraJitter; } }