An array of Shader Pass names used by RayTracingAccelerationStructure.CullInstances to accept Renderers or individual sub-meshes whose Shader contains at least one of these Shader Passes.
If a Shader contains at least one of the Shader Passes from the list, the acceleration structure accepts the Renderer or the sub-mesh that uses the Shader. An empty array passes the test.
RayTracingAccelerationStructure.CullInstances.