displayName = "Lighting Settings" ,
children =
{
// Uncomment if you re-enable LIGHTLOOP_SINGLE_PASS multi_compile in lit*.shader
//new DebugUI.BoolField { displayName = "Enable Tile/Cluster", getter = () => lightLoopSettings.enableTileAndCluster, setter = value => lightLoopSettings.enableTileAndCluster = value },
new DebugUI . BoolField { displayName = "Enable Tile/Cluster" , getter = ( ) = > lightLoopSettings . enableTileAndCluster , setter = value = > lightLoopSettings . enableTileAndCluster = value } ,
new DebugUI . BoolField { displayName = "Enable Big Tile" , getter = ( ) = > lightLoopSettings . enableBigTilePrepass , setter = value = > lightLoopSettings . enableBigTilePrepass = value } ,
new DebugUI . BoolField { displayName = "Enable Compute Lighting" , getter = ( ) = > lightLoopSettings . enableComputeLightEvaluation , setter = value = > lightLoopSettings . enableComputeLightEvaluation = value } ,
new DebugUI . BoolField { displayName = "Enable Light Classification" , getter = ( ) = > lightLoopSettings . enableComputeLightVariants , setter = value = > lightLoopSettings . enableComputeLightVariants = value } ,