// Forward opaque material always have a prepass (whether or not we use deferred, whether or not there is option like alpha test only) so we pass the right depth state here.
publicstaticGUIContentalphaCutoffText=newGUIContent("Alpha Cutoff","Threshold for alpha cutoff");
publicstaticGUIContentalphaCutoffShadowText=newGUIContent("Alpha Cutoff Shadow","Threshold for alpha cutoff in case of shadow pass");
publicstaticGUIContentalphaCutoffPrepassText=newGUIContent("Alpha Cutoff Prepass","Threshold for alpha cutoff in case of depth prepass");
publicstaticGUIContenttransparentDepthPrepassEnableText=newGUIContent("Enable transparent depth prepass","It allow to ");
publicstaticGUIContentalphaCutoffPostpassText=newGUIContent("Alpha Cutoff Postpass","Threshold for alpha cutoff in case of depth postpass");
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");
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");