publicstaticGUIContentlinearRenderingLabel=newGUIContent("Linear Colorspace","When enabled Lightweight shader will perform gamma to linear conversion when linear rendering is not supported or disabled");
"Max amount of dynamic per-object pixel lights.");
publicstaticGUIContentmsaaContent=newGUIContent("Anti Aliasing","Controls the global anti aliasing quality. When set to disabled, MSAA will not be performed even if the camera allows it.");
// Ideally we want an approximation of gamma curve 2.0 to save ALU on GPU but as off now it won't match the GammaToLinear conversion of props in engine