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."));
// 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).
// CAUTION: localToWorld is the transform for the widget of the reflection probe. i.e the world position of the point use to do the cubemap capture (mean it include the local offset)
// Little helper to share code between sphere and box.
// These function will fade the mask of a reflection volume based on normal orientation compare to direction define by the center of the reflection volume.
// Little helper to share code between sphere and box.
// These function will fade the mask of a reflection volume based on normal orientation compare to direction define by the center of the reflection volume.