EditorGUILayout.HelpBox("Baking of this reflection probe should be initiated from the scripting API because the type is 'Realtime'",MessageType.Info);
EditorGUILayout.HelpBox("Refresh of this reflection probe should be initiated from the scripting API because the type is 'Realtime'",MessageType.Info);
if(!QualitySettings.realtimeReflectionProbes)
EditorGUILayout.HelpBox("Realtime reflection probes are disabled in Quality Settings",MessageType.Warning);
EditorGUILayout.Slider(p.blendDistance,0,CalculateMaxBlendDistance(s,p,owner),CoreEditorUtils.GetContent("Blend Distance|Area around the probe where it is blended with other probes. Only used in deferred probes."));
EditorGUILayout.Slider(p.blendNormalDistance,0,CalculateMaxBlendDistance(s,p,owner),CoreEditorUtils.GetContent("Blend Normal Distance|Area around the probe where the normals influence the probe. Only used in deferred probes."));
EditorGUILayout.PropertyField(p.boxSize,CoreEditorUtils.GetContent("Box Size|The size of the box in which the reflections will be applied to objects. The value is not affected by the Transform of the Game Object."));
EditorGUILayout.PropertyField(p.boxOffset,CoreEditorUtils.GetContent("Box Offset|The center of the box in which the reflections will be applied to objects. The value is relative to the position of the Game Object."));
blendDistance=EditorGUILayout.Slider(CoreEditorUtils.GetContent("Blend Distance|Area around the probe where it is blended with other probes. Only used in deferred probes."),blendDistance,0,maxBlendDistance);
blendNormalDistance=EditorGUILayout.Slider(CoreEditorUtils.GetContent("Blend Normal Distance|Area around the probe where the normals influence the probe. Only used in deferred probes."),blendNormalDistance,0,maxBlendDistance);
EditorGUILayout.PropertyField(p.boxProjection,CoreEditorUtils.GetContent("Sphere Projection|Sphere projection causes reflections to appear to change based on the object's position within the probe's sphere, while still using a single probe as the source of the reflection. This works well for reflections on objects that are moving through enclosed spaces such as corridors and rooms. Setting sphere projection to False and the cubemap reflection will be treated as coming from infinitely far away. Note that this feature can be globally disabled from Graphics Settings -> Tier Settings"));
// For now we won't display real time probe when rendering one.
// TODO: We may want to display last frame result but in this case we need to be careful not to update the atlas before all realtime probes are rendered (for frame coherency).