// These need to be Runtime Only because those values are hold by the HDRenderPipeline asset so if user change them through the editor debug menu they might change the value in the asset without noticing it.
DebugMenuManager.instance.AddDebugItem<bool>("HDRP","Enable Big Tile",()=>(bool)m_Asset.tileSettings.enableBigTilePrepass,(value)=>m_Asset.tileSettings.enableBigTilePrepass=(bool)value,DebugItemFlag.RuntimeOnly);
DebugMenuManager.instance.AddDebugItem<bool>("HDRP","Enable Material Classification",()=>(bool)m_Asset.tileSettings.enableComputeMaterialVariants,(value)=>m_Asset.tileSettings.enableComputeMaterialVariants=(bool)value,DebugItemFlag.RuntimeOnly);