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); } }