internal void BuildRayTracingLightData(CommandBuffer cmd, HDCamera hdCamera, DebugDisplaySettings debugDisplaySettings)
        {
            if (m_ValidRayTracingState && m_ValidRayTracingClusterCulling)
            {
                m_RayTracingLightCluster.BuildRayTracingLightData(cmd, hdCamera, m_RayTracingLights, debugDisplaySettings);
                m_ValidRayTracingCluster = true;

                UpdateShaderVariablesRaytracingLightLoopCB(hdCamera, cmd);

                m_RayTracingLightCluster.BuildLightClusterBuffer(cmd, hdCamera, m_RayTracingLights);
            }
        }