Hi-Z pyramid handle (from HiZPass.addToGraph(...).pyramid).
Hi-Z mip-0 width / height (typically the render target size).
Hi-Z mip count (from HiZPass.addToGraph(...).mipCount).
Camera view-projection that produced the Hi-Z depth (un-jittered is best).
OptionalreversedDefaults to the context's reversed-Z setting.
Per-frame config for opt-in GPU occlusion culling on a GeometryPass. Supply the Hi-Z pyramid produced by
HiZPass(built from depth that already holds your occluders) and the camera VP that rendered it. When set, the pass draws viadrawIndexedIndirectand a compute pass zeroes the instanceCount of instances outside the frustum or hidden behind the Hi-Z surface.