list.Add(newDebugUI.FloatField{displayName="Shadow Range Max Value",getter=()=>lightingDebugSettings.shadowMaxValue,setter=value=>lightingDebugSettings.shadowMaxValue=value});
// Users can also chose to not have any projection, in this case we use the property minProjectionDistance to minimize code change. minProjectionDistance is set to huge number
// Note: index is whatever the lighting architecture want, it can contain information like in which texture to sample (in case we have a compressed BC6H texture and an uncompressed for real time reflection ?)
// EnvIndex can also be use to fetch in another array of struct (to atlas information etc...).
// When we are rough, we tend to see outward shifting of the reflection when at the boundary of the projection volume
// Also it appear like more sharp. To avoid these artifact and at the same time get better match to reference we lerp to original unmodified reflection.