case LightShape.Rectangle:
// TODO: Currently if we use Area type as it is offline light in legacy, the light will not exist at runtime
//m_BaseData.type.enumValueIndex = (int)LightType.Area;
// In case of change, think to update InitDefaultHDAdditionalLightData()
settings.lightType.enumValueIndex = (int)LightType.Point;
m_AdditionalLightData.lightTypeExtent.enumValueIndex = (int)LightTypeExtent.Rectangle;
EditorGUILayout.PropertyField(m_AdditionalLightData.shapeWidth, s_Styles.shapeWidthRect);
var light = lightData.gameObject.GetComponent<Light>();
if (light.type == LightType.Area)
// Sanity check: lightData.lightTypeExtent is init to LightTypeExtent.Punctual (in case for unknow reasons we recreate additional data on an existing line)
if (light.type == LightType.Area && lightData.lightTypeExtent == LightTypeExtent.Punctual)
light.type = LightType.Point; // Same as in HDLightEditor
}