publicreadonlyGUIContentsssTransmittancePreview1=newGUIContent("Shows the fraction of light passing through the object for thickness values from the remap.");
publicreadonlyGUIContentsssTransmittancePreview2=newGUIContent("Can be thought of as a cross section of a slab of material illuminated by a white light from the left.");
publicreadonlyGUIContentsssProfileStdDev1=newGUIContent("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("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("Filter Interpolation","Controls linear interpolation between the two Gaussian filters.");
publicreadonlyGUIContentsssTexturingMode=newGUIContent("Texturing Mode","Specifies when the diffuse texture should be applied.");
publicreadonlyGUIContentsssTransmittancePreview1=newGUIContent("Shows the fraction of light passing through the object for thickness values from the remap.");
publicreadonlyGUIContentsssTransmittancePreview2=newGUIContent("Can be thought of as a cross section of a slab of material illuminated by a white light from the left.");
publicreadonlyGUIContentsssProfileScatterDistance1=newGUIContent("Scatter Distance #1","The radius (in centimeters) of the 1st Gaussian filter, one per color channel. Alpha is ignored. The blur is energy-preserving, so a wide filter results in a large area with small contributions of individual samples. Smaller values increase the sharpness.");
publicreadonlyGUIContentsssProfileScatterDistance2=newGUIContent("Scatter Distance #2","The radius (in centimeters) of the 2nd Gaussian filter, one per color channel. Alpha is ignored. The blur is energy-preserving, so a wide filter results in a large area with small contributions of individual samples. Smaller values increase the sharpness.");
publicreadonlyGUIContentsssProfileLerpWeight=newGUIContent("Filter Interpolation","Controls linear interpolation between the two Gaussian filters.");
publicreadonlyGUIContentsssTexturingMode=newGUIContent("Texturing Mode","Specifies when the diffuse texture should be applied.");
newGUIContent("Pre- and post-scatter","Texturing is performed during both the lighting and the SSS passes. Slightly blurs the diffuse texture. Choose this mode if your diffuse texture contains little to no SSS lighting."),
newGUIContent("Post-scatter","Texturing is performed only during the SSS pass. Effectively preserves the sharpness of the diffuse texture. Choose this mode if your diffuse texture already contains SSS lighting (e.g. a photo of skin).")