# SideBySideOcclusionMesh

> Mirror view pass should blit similar to side-by-side mode, but also showing not rendered pixels saved by the occlusion mesh.

## Definition

* **Type:** Field
* **Namespace:** [UnityEngine.XR](/engine/6000.6/script-reference/unityengine/xr.md)
* **Assembly:** UnityEngine.XRModule

```csharp
public const int SideBySideOcclusionMesh = -4
```
