OptionaldrawOptionalocclusionOpt-in GPU occlusion culling (default off). When enabled, the feature
builds a Hi-Z depth pyramid from each frame's depth and uses it the next
frame to skip opaque draws hidden behind already-drawn geometry — via
drawIndexedIndirect, so the GPU does no vertex work for culled draws.
This is "previous-frame Hi-Z": one frame of latency, so a fast camera cut can briefly under-cull (never over-cull — the test is conservative). It benefits scenes with heavy opaque occlusion (terrain, cities, geo tiles) and is redundant for small/open scenes. Frustum culling on the CPU still runs regardless. Off → behaves exactly as before.
Override the draw-item source. By default the feature reads
frame.opaque(built from the scene's MeshRenderers). Pass a callback to inject items from a sample-local builder (e.g. a custom procedural renderer that doesn't go through the scene-graph).