publicstaticGUIContenttransparentDepthPrepassEnableText=newGUIContent("Enable transparent depth prepass","It allow to to fill depth buffer to improve sorting");
publicstaticGUIContenttransparentDepthPostpassEnableText=newGUIContent("Enable transparent depth postpass","It allow to fill depth buffer for postprocess effect like DOF");
publicstaticGUIContenttransparentBackfaceEnableText=newGUIContent("Enable back then front rendering","It allow to better sort transparent mesh by first rendering back faces then front faces in two separate drawcall");
publicstaticGUIContenttransparentQueuePriorityText=newGUIContent("Transparent Queue Priority","Allow to define priority (from -100 to +100) to solve sorting issue with transparent");
publicstaticGUIContentenableTransparentFogText=newGUIContent("Enable fog","Enable fog on transparent material");
publicstaticGUIContentenableBlendModePreserveSpecularLightingText=newGUIContent("Blend preserve specular lighting","Blend mode will only affect diffuse lighting, allowing correct specular lighting (reflection) on transparent object");
// We render first the opaque object as opaque alpha tested are more costly to render and could be reject by early-z (but not Hi-z as it is disable with clip instruction)
// This is handled automatically with the RenderQueue value (OpaqueAlphaTested have a different value and thus are sorted after Opaque)
// In HD we don't expose HDRenderQueue instead we create as much value as needed in the enum for our different pass
// and use inspector to manipulate the value.
// In the case of transparent we want to use RenderQueue to help with sorting. We define a neutral value for the RenderQueue and priority going from -X to +X
// going from -X to +X instead of 0 to +X as builtin Unity is better for artists as they can decide late to sort behind or in front of the scene.