This page describes how to set up your Scene for occlusion culling, bake your occlusion culling data, and visualize the results.
Before you begin, identify all of the GameObjects in your Scene that you would like to be Static Occluders (GameObjects that do not move, and that block the view of GameObjects that are behind them) and Static Occludees (GameObjects that do not move, and are occluded by Static Occluders). A GameObject can be both a Static Occluder and a Static Occludee.
Good candidates for Static Occluders are medium to large solid GameObjects, such as a wall or a building. To be a Static Occluder, a GameObject must:
Note that if you are using LOD groups, Unity uses the base level GameObject (LOD0) of a Static Occluder to determine what it occludes. If the silhouette of a GameObject varies considerably between LOD0 and other LOD levels, it might not be a good candidate for a Static Occluder.
Any GameObject that is likely to be occluded at runtime is a good candidate to be a Static Occludee, including small or transparent GameObjects. To be a Static Occludee, a GameObject must:
When you have identified the GameObjects that you would like to be Static Occluders and Static Occludees, you can set up your Scene.
If you are using the Built-in Render Pipeline, you can use the Overdraw_ Scene View Mode to see the amount of overdraw that is occuring, and the Stats panel in the Game view to see the number of triangles, verts, and batches that Unity is rendering.