// For opaque forward we have split rendering in two categories
// Material that are always forward and material that can be deferred or forward depends on render pipeline options (like switch to rendering forward only mode)
publicreadonlyGUIContentsssProfileStdDev1=newGUIContent("SSS profile standard deviation #1","Determines the shape of the 1st Gaussian filter. Increases the strength and the radius of the blur of the corresponding color channel.");
publicreadonlyGUIContentsssProfileStdDev2=newGUIContent("SSS profile standard deviation #2","Determines the shape of the 2nd Gaussian filter. Increases the strength and the radius of the blur of the corresponding color channel.");
publicreadonlyGUIContentsssProfileLerpWeight=newGUIContent("SSS profile filter interpolation","Controls linear interpolation between the two Gaussian filters.");
publicreadonlyGUIContentsssBilateralScale=newGUIContent("SSS bilateral filtering scale","Larger values make the filter more tolerant to depth differences.");
publicreadonlyGUIContentsssProfileStdDev1=newGUIContent("SSS profile standard deviation #1","Determines the shape of the 1st Gaussian filter. Increases the strength and the radius of the blur of the corresponding color channel.");
publicreadonlyGUIContentsssProfileStdDev2=newGUIContent("SSS profile standard deviation #2","Determines the shape of the 2nd Gaussian filter. Increases the strength and the radius of the blur of the corresponding color channel.");
publicreadonlyGUIContentsssProfileLerpWeight=newGUIContent("SSS profile filter interpolation","Controls linear interpolation between the two Gaussian filters.");
publicreadonlyGUIContentsssBilateralScale=newGUIContent("SSS bilateral filtering scale","Larger values make the filter more tolerant to depth differences.");