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;
}
}