static void Drawer_FieldHDShadows(HDShadowInitParametersUI s, SerializedHDShadowInitParameters d, Editor o)
        {
            EditorGUILayout.LabelField(_.GetContent("Atlas"), EditorStyles.boldLabel);
            ++EditorGUI.indentLevel;
            d.shadowAtlasResolution.intValue = (int)(ShadowResolution)EditorGUILayout.EnumPopup(_.GetContent("Resolution"), (ShadowResolution)d.shadowAtlasResolution.intValue);

            bool shadowMap16Bits = (DepthBits)d.shadowMapDepthBits.intValue == DepthBits.Depth16;

            shadowMap16Bits = EditorGUILayout.Toggle(_.GetContent("16-bit"), shadowMap16Bits);
            d.shadowMapDepthBits.intValue = (shadowMap16Bits) ? (int)DepthBits.Depth16 : (int)DepthBits.Depth32;
            EditorGUILayout.PropertyField(d.useDynamicViewportRescale, _.GetContent("Dynamic Rescale|Scale the shadow map size using the screen size of the light to leave more space for other shadows in the atlas"));
            --EditorGUI.indentLevel;

            EditorGUILayout.Space();

            // EditorGUILayout.LabelField(_.GetContent("Budget"), EditorStyles.boldLabel);
            // ++EditorGUI.indentLevel;
            EditorGUILayout.DelayedIntField(d.maxShadowRequests, _.GetContent("Max Shadow on Screen|Max shadow on screen (S) per frame, 1 point light = 6 S, 1 spot light = 1 S and the directional is 4 S"));
            // --EditorGUI.indentLevel;

            EditorGUILayout.Space();

            EditorGUILayout.LabelField(_.GetContent("Filtering Qualities"), EditorStyles.boldLabel);
            ++EditorGUI.indentLevel;
            EditorGUILayout.PropertyField(d.shadowQuality, _.GetContent("ShadowQuality"));
            --EditorGUI.indentLevel;

            EditorGUILayout.Space();
        }
        static void Drawer_FieldHDShadows(HDShadowInitParametersUI s, SerializedHDShadowInitParameters d, Editor o)
        {
            EditorGUILayout.LabelField(_.GetContent("Atlas"), EditorStyles.boldLabel);
            ++EditorGUI.indentLevel;
            EditorGUI.BeginChangeCheck();
            EditorGUILayout.PropertyField(d.shadowAtlasWidth, _.GetContent("Width"));
            if (EditorGUI.EndChangeCheck())
            {
                // Clamp negative values
                d.shadowAtlasWidth.intValue = Mathf.Max(0, d.shadowAtlasWidth.intValue);
            }
            EditorGUI.BeginChangeCheck();
            EditorGUILayout.PropertyField(d.shadowAtlasHeight, _.GetContent("Height"));
            if (EditorGUI.EndChangeCheck())
            {
                // Clamp negative values
                d.shadowAtlasHeight.intValue = Mathf.Max(0, d.shadowAtlasHeight.intValue);
            }
            bool shadowMap16Bits = (DepthBits)d.shadowMapDepthBits.intValue == DepthBits.Depth16;

            shadowMap16Bits = EditorGUILayout.Toggle(_.GetContent("16-bit"), shadowMap16Bits);
            d.shadowMapDepthBits.intValue = (shadowMap16Bits) ? (int)DepthBits.Depth16 : (int)DepthBits.Depth32;
            EditorGUILayout.PropertyField(d.useDynamicViewportRescale, _.GetContent("Dynamic Rescale|Scale the shadow map size using the screen size of the light to leave more space for other shadows in the atlas"));
            --EditorGUI.indentLevel;

            EditorGUILayout.Space();

            //EditorGUILayout.LabelField(_.GetContent("Shadow Map Budget"), EditorStyles.boldLabel);
            //++EditorGUI.indentLevel;
            EditorGUILayout.PropertyField(d.maxShadowRequests, _.GetContent("Max Requests|Max shadow requests (SR) per frame, 1 point light = 6 SR, 1 spot light = 1 SR and the directional is 4 SR"));
            //--EditorGUI.indentLevel;

            EditorGUILayout.Space();

            EditorGUILayout.LabelField(_.GetContent("Filtering Qualities"), EditorStyles.boldLabel);
            ++EditorGUI.indentLevel;
            EditorGUILayout.PropertyField(d.punctualShadowQuality, _.GetContent("Punctual"));
            EditorGUILayout.PropertyField(d.directionalShadowQuality, _.GetContent("Directional"));
            --EditorGUI.indentLevel;
            EditorGUILayout.Space();
        }