const int2 loadId = targetId - int2(1 + dispatchThreadId.x, 0);
#endif
_Source[targetId] = LOAD_TEXTURE2D_LOD(_Source, loadId, 0);
//_Source[targetId] = LOAD_TEXTURE2D_LOD(_Source, loadId, 0);
_Source[targetId] = _Source[loadId];
}
{
lightData.lightTypeExtent = LightTypeExtent.Rectangle;
light.type = LightType.Point; // Same as in HDLightEditor
light.lightmapBakeType = LightmapBakeType.Realtime;
//light.lightmapBakeType = LightmapBakeType.Realtime;
// At first init we need to initialize correctly the default value