GPU occlusion culling means Unity uses the GPU instead of the CPU to exclude objects from rendering when they’re occluded behind other objects. Unity uses this information to speed up rendering in scenesA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary that have a lot of occlusion.
The GPU Resident Drawer works only with the following:
Unity generates depth textures from the perspective of camerasA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary and lights in the scene.
The GPU then uses the depth textures from the current frame and the previous frame to cull objects. Unity renders only objects that are unoccluded in either frame. Unity culls the remaining objects, which are occluded in both frames.
Whether GPU occlusion culling speeds up rendering depends on your scene. GPU occlusion culling is most effective in the following setups:
If occlusion culling doesn’t have a big effect on your scene, rendering time might increase because of the extra work the GPU does to set up GPU occlusion culling.
You can use the following to analyze GPU occlusion culling: