void SetLightIntensityPunctual(float intensity)
        {
            switch (m_Light.type)
            {
            case LightType.Directional:
                m_Light.intensity = intensity;     // Always in lux
                break;

            case LightType.Point:
                if (lightUnit == LightUnit.Candela)
                {
                    m_Light.intensity = intensity;
                }
                else
                {
                    m_Light.intensity = LightUtils.ConvertPointLightLumenToCandela(intensity);
                }
                break;

            case LightType.Spot:
                if (lightUnit == LightUnit.Candela)
                {
                    // When using candela, reflector don't have any effect. Our intensity is candela = lumens/steradian and the user
                    // provide desired value for an angle of 1 steradian.
                    m_Light.intensity = intensity;
                }
                else      // lumen
                {
                    if (enableSpotReflector)
                    {
                        // If reflector is enabled all the lighting from the sphere is focus inside the solid angle of current shape
                        if (spotLightShape == SpotLightShape.Cone)
                        {
                            m_Light.intensity = LightUtils.ConvertSpotLightLumenToCandela(intensity, m_Light.spotAngle * Mathf.Deg2Rad, true);
                        }
                        else if (spotLightShape == SpotLightShape.Pyramid)
                        {
                            float angleA, angleB;
                            LightUtils.CalculateAnglesForPyramid(aspectRatio, m_Light.spotAngle * Mathf.Deg2Rad, out angleA, out angleB);

                            m_Light.intensity = LightUtils.ConvertFrustrumLightLumenToCandela(intensity, angleA, angleB);
                        }
                        else     // Box shape, fallback to punctual light.
                        {
                            m_Light.intensity = LightUtils.ConvertPointLightLumenToCandela(intensity);
                        }
                    }
                    else
                    {
                        // No reflector, angle act as occlusion of point light.
                        m_Light.intensity = LightUtils.ConvertPointLightLumenToCandela(intensity);
                    }
                }
                break;
            }
        }