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    The same entity as in Lens Scripting.

    .

        const model = this.pluginSystem.findInterface(Editor.Model.IModel) as Editor.Model.IModel;
    const assetManager = model.project.assetManager;

    // Find a Material and configure frustum culling on its first pass
    const materials = assetManager.assets.filter(a => a.isOfType('Material')) as Editor.Assets.Material[];
    if (materials.length === 0) return;

    const mat = materials[0];
    const pass = mat.passInfos[0];

    // Auto: engine determines culling from mesh bounds
    pass.frustumCulling = Editor.Assets.FrustumCullMode.Auto;
    console.log(`"${mat.name}" frustumCulling: Auto (${pass.frustumCulling})`);

    // Extend: expand culling bounds (useful for vertex-animated meshes
    // that move outside their bounding box)
    pass.frustumCulling = Editor.Assets.FrustumCullMode.Extend;
    console.log(`Set to Extend (${pass.frustumCulling})`);
    Index

    Enumeration Members

    Enumeration Members

    Auto: number

    Automatically determine frustum culling behavior.

    Extend: number

    Extend frustum bounds beyond automatic culling.