Repository: bevyengine/bevy
File: examples/3d/solari.rs (Rust)

Code before:
    // Using DLSS Ray Reconstruction for denoising (and cheaper rendering via upscaling) is _highly_ recommended when using Solari
    #[cfg(all(feature = "dlss", not(feature = "force_disable_dlss")))]
    if dlss_rr_supported.is_some() {
        camera.insert(Dlss::<DlssRayReconstructionFeature> {
            perf_quality_mode: Default::default(),
            reset: Default::default(),
            _phantom_data: Default::default(),
        });
    }

    commands.spawn((
        ControlText,
        Text::default(),
        Node {
            position_type: PositionType::Absolute,
            bottom: Val::Px(12.0),
            left: Val::Px(12.0),
            ..default()
        },
    ));

    commands.spawn((
        Node {
            position_type: PositionType::Absolute,
            right: Val::Px(0.0),
            padding: UiRect::all(px(4.0)),
            border_radius: BorderRadius::bottom_left(px(4.0)),
            ..default()
        },
        BackgroundColor(Color::srgba(0.10, 0.10, 0.10, 0.8)),
        children![(
            PerformanceText,
            Text::default(),
            TextFont {
                font_size: 8.0,
                ..default()
            },
        )],
    ));
}

fn setup_many_lights(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    args: Res<Args>,
    #[cfg(all(feature = "dlss", not(feature = "force_disable_dlss")))] dlss_rr_supported: Option<
        Res<DlssRayReconstructionSupported>,
    >,
) {

Review comment (suggestion):
```suggestion
            padding: px(4.0).all(),
```

Code after:
    // Using DLSS Ray Reconstruction for denoising (and cheaper rendering via upscaling) is _highly_ recommended when using Solari
    #[cfg(all(feature = "dlss", not(feature = "force_disable_dlss")))]
    if dlss_rr_supported.is_some() {
        camera.insert(Dlss::<DlssRayReconstructionFeature> {
            perf_quality_mode: Default::default(),
            reset: Default::default(),
            _phantom_data: Default::default(),
        });
    }

    commands.spawn((
        ControlText,
        Text::default(),
        Node {
            position_type: PositionType::Absolute,
            bottom: px(12.0),
            left: px(12.0),
            ..default()
        },
    ));

    commands.spawn((
        Node {
            position_type: PositionType::Absolute,
            right: px(0.0),
            padding: px(4.0).all(),
            border_radius: BorderRadius::bottom_left(px(4.0)),
            ..default()
        },
        BackgroundColor(Color::srgba(0.10, 0.10, 0.10, 0.8)),
        children![(
            PerformanceText,
            Text::default(),
            TextFont {
                font_size: 8.0,
                ..default()
            },
        )],
    ));
}

fn setup_many_lights(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    args: Res<Args>,
    #[cfg(all(feature = "dlss", not(feature = "force_disable_dlss")))] dlss_rr_supported: Option<
        Res<DlssRayReconstructionSupported>,
    >,
) {