void SetLightIntensity(float intensity)
        {
            displayLightIntensity = intensity;

            if (lightUnit == LightUnit.Lumen)
            {
                if (lightTypeExtent == LightTypeExtent.Punctual)
                {
                    SetLightIntensityPunctual(intensity);
                }
                else
                {
                    m_Light.intensity = LightUtils.ConvertAreaLightLumenToLuminance(lightTypeExtent, intensity, shapeWidth, shapeHeight);
                }
            }
            else if (lightUnit == LightUnit.Ev100)
            {
                m_Light.intensity = LightUtils.ConvertEvToLuminance(intensity);
            }
            else if ((m_Light.type == LightType.Spot || m_Light.type == LightType.Point) && lightUnit == LightUnit.Lux)
            {
                // Box are local directional light with lux unity without at distance
                if ((m_Light.type == LightType.Spot) && (spotLightShape == SpotLightShape.Box))
                {
                    m_Light.intensity = intensity;
                }
                else
                {
                    m_Light.intensity = LightUtils.ConvertLuxToCandela(intensity, luxAtDistance);
                }
            }
            else
            {
                m_Light.intensity = intensity;
            }

#if UNITY_EDITOR
            m_Light.SetLightDirty(); // Should be apply only to parameter that's affect GI, but make the code cleaner
#endif
        }
        void SetLightIntensity(float intensity)
        {
            displayLightIntensity = intensity;

            if (lightUnit == LightUnit.Lumen)
            {
                if (lightTypeExtent == LightTypeExtent.Punctual)
                    SetLightIntensityPunctual(intensity);
                else
                    m_Light.intensity = LightUtils.ConvertAreaLightLumenToLuminance(lightTypeExtent, intensity, shapeWidth, shapeHeight);
            }
            else if (lightUnit == LightUnit.Ev100)
            {
                m_Light.intensity = LightUtils.ConvertEvToLuminance(intensity);
            }
            else
                m_Light.intensity = intensity;

#if UNITY_EDITOR
            m_Light.SetLightDirty(); // Should be apply only to parameter that's affect GI, but make the code cleaner
#endif
        }