publicreadonlyGUIContentdirectionalIntensity=newGUIContent("Intensity (Lux)","Illuminance of the directional light at ground level in lux.");
publicreadonlyGUIContentpunctualIntensity=newGUIContent("Intensity (Lumen)","Luminous power of the light in lumen. Spotlight are considered as point light with barndoor so match intensity of a point light.");
publicreadonlyGUIContentareaIntensity=newGUIContent("Intensity (Lumen)","Luminous power of the light in lumen.");
publicreadonlyGUIContentmaxSmoothness=newGUIContent("Max Smoothness","Very low cost way of faking spherical area lighting. This will modify the roughness of the material lit. This is useful when the specular highlight is too small or too sharp.");
publicreadonlyGUIContentaffectDiffuse=newGUIContent("Affect Diffuse","This will disable diffuse lighting for this light. Doesn't save performance, diffuse lighting is still computed.");
blendDistance=EditorGUILayout.Slider(CoreEditorUtils.GetContent("Blend Distance|Area around the probe where it is blended with other probes. Only used in deferred probes."),blendDistance,0,maxBlendDistance);
blendNormalDistance=EditorGUILayout.Slider(CoreEditorUtils.GetContent("Blend Normal Distance|Area around the probe where the normals influence the probe. Only used in deferred probes."),blendNormalDistance,0,maxBlendDistance);
EditorGUILayout.PropertyField(p.boxOffset,CoreEditorUtils.GetContent("Sphere Offset|The center of the sphere in which the reflections will be applied to objects. The value is relative to the position of the Game Object."));
{
EditorGUILayout.PropertyField(p.renderDynamicObjects,CoreEditorUtils.GetContent("Dynamic Objects|If enabled dynamic objects are also rendered into the cubemap"));
s_DecalDatas.SetData(DecalSystem.m_DecalDatas,0,0,Math.Min(DecalSystem.m_DecalDatasCount,k_MaxDecalsOnScreen));// don't add more than the size of the buffer
m_DecalDatas.SetData(DecalSystem.m_DecalDatas,0,0,Math.Min(DecalSystem.m_DecalDatasCount,k_MaxDecalsOnScreen));// don't add more than the size of the buffer
newDebugUI.BoolField{displayName="Enable Fptl for Forward Opaque",getter=()=>lightLoopSettings.enableFptlForForwardOpaque,setter=value=>lightLoopSettings.enableFptlForForwardOpaque=value},
newDebugUI.BoolField{displayName="Enable Big Tile",getter=()=>lightLoopSettings.enableBigTilePrepass,setter=value=>lightLoopSettings.enableBigTilePrepass=value},
newDebugUI.BoolField{displayName="Enable Material Classification",getter=()=>lightLoopSettings.enableComputeMaterialVariants,setter=value=>lightLoopSettings.enableComputeMaterialVariants=value}
newDebugUI.BoolField{displayName="Enable Fptl for Forward Opaque",getter=()=>lightLoopSettings.enableFptlForForwardOpaque,setter=value=>lightLoopSettings.enableFptlForForwardOpaque=value},
newDebugUI.BoolField{displayName="Enable Big Tile",getter=()=>lightLoopSettings.enableBigTilePrepass,setter=value=>lightLoopSettings.enableBigTilePrepass=value},
newDebugUI.BoolField{displayName="Enable Material Classification",getter=()=>lightLoopSettings.enableComputeMaterialVariants,setter=value=>lightLoopSettings.enableComputeMaterialVariants=value}
m_faceWorldToViewMatrixMatrices[i]=lookAt*Matrix4x4.Scale(newVector3(1.0f,1.0f,-1.0f));// Need to scale -1.0 on Z to match what is being done in the camera.wolrdToCameraMatrix API. ...
// We need to skip lighting when doing debug pass because the debug pass is done before lighting so some buffers may not be properly initialized potentially causing crashes on PS4.