fitNearPlane property
Whether perspective views rasterize with a near plane fitted to the content they draw, each frame.
Depth precision scales with the near plane, so a camera that never gets
close to anything (a chase, orbit, or aerial camera) wastes most of it on
the default 0.1, and surfaces a few centimetres apart flicker
(z-fighting) in the distance. With this on, the projection's near is a
floor: the engine raises the plane it rasterizes with to just short of
the nearest thing the view draws, judged from bounds, so nothing visible
is ever clipped and the image changes only in precision. Picking, the
public projection, and shadow cascades keep the authored plane.
Costs one bounds query per view per frame. Turn it off when something draws near the camera outside the scene's bounds (a custom pass, or a vertex shader that moves geometry beyond its bounds). Defaults to true.
Implementation
bool fitNearPlane = true;