/// <summary>Default HDShadowInitParameters</summary>
 public static HDShadowInitParameters NewDefault() => new HDShadowInitParameters()
 {
     maxShadowRequests                 = k_DefaultMaxShadowRequests,
     directionalShadowsDepthBits       = k_DefaultShadowMapDepthBits,
     punctualLightShadowAtlas          = HDShadowAtlasInitParams.GetDefault(),
     areaLightShadowAtlas              = HDShadowAtlasInitParams.GetDefault(),
     shadowResolutionDirectional       = new IntScalableSetting(new [] { 256, 512, 1024, 2048 }, ScalableSettingSchemaId.With3Levels),
     shadowResolutionArea              = new IntScalableSetting(new [] { 256, 512, 1024, 2048 }, ScalableSettingSchemaId.With3Levels),
     shadowResolutionPunctual          = new IntScalableSetting(new [] { 256, 512, 1024, 2048 }, ScalableSettingSchemaId.With3Levels),
     shadowFilteringQuality            = ShaderConfig.s_DeferredShadowFiltering,
     supportScreenSpaceShadows         = false,
     maxScreenSpaceShadows             = 2,
     maxDirectionalShadowMapResolution = 2048,
     maxAreaShadowMapResolution        = 2048,
     maxPunctualShadowMapResolution    = 2048,
 };
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 internal static HDShadowInitParameters NewDefault() => new HDShadowInitParameters()
 {
     maxShadowRequests                 = k_DefaultMaxShadowRequests,
     directionalShadowsDepthBits       = k_DefaultShadowMapDepthBits,
     punctualLightShadowAtlas          = HDShadowAtlasInitParams.GetDefault(),
     areaLightShadowAtlas              = HDShadowAtlasInitParams.GetDefault(),
     shadowResolutionDirectional       = new IntScalableSetting(new [] { 256, 512, 1024, 2048 }, ScalableSettingSchemaId.With4Levels),
     shadowResolutionArea              = new IntScalableSetting(new [] { 256, 512, 1024, 2048 }, ScalableSettingSchemaId.With4Levels),
     shadowResolutionPunctual          = new IntScalableSetting(new [] { 256, 512, 1024, 2048 }, ScalableSettingSchemaId.With4Levels),
     shadowFilteringQuality            = HDShadowFilteringQuality.Medium,
     supportScreenSpaceShadows         = false,
     maxScreenSpaceShadowSlots         = 4,
     screenSpaceShadowBufferFormat     = ScreenSpaceShadowFormat.R16G16B16A16,
     maxDirectionalShadowMapResolution = 2048,
     maxAreaShadowMapResolution        = 2048,
     maxPunctualShadowMapResolution    = 2048,
 };