using System.ComponentModel;
namespace UnityEngine.XR.ARSubsystems
{
///
/// Represents the preference for how to occlude.
///
public enum OcclusionPreferenceMode
{
///
/// The preference is to occlude using environment depth.
///
PreferEnvironmentOcclusion = 0,
///
/// The preference is to occlude using human segmentation stencil and depth.
///
PreferHumanOcclusion = 1,
///
/// The preference is to not occlude.
///
NoOcclusion = 2,
}
}