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using UnityEngine.Experimental.Rendering;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
class SerializedShadowInitParameters
{
public SerializedProperty root;
public SerializedProperty shadowAtlasWidth;
public SerializedProperty shadowAtlasHeight;
public SerializedProperty maxPointLightShadows;
public SerializedProperty maxSpotLightShadows;
public SerializedProperty maxDirectionalLightShadows;
public SerializedShadowInitParameters(SerializedProperty root)
{
this.root = root;
shadowAtlasWidth = root.Find((ShadowInitParameters s) => s.shadowAtlasWidth);
shadowAtlasHeight = root.Find((ShadowInitParameters s) => s.shadowAtlasHeight);
maxPointLightShadows = root.Find((ShadowInitParameters s) => s.maxPointLightShadows);
maxSpotLightShadows = root.Find((ShadowInitParameters s) => s.maxSpotLightShadows);
maxDirectionalLightShadows = root.Find((ShadowInitParameters s) => s.maxDirectionalLightShadows);
}
}
}