EditorGUILayout.PropertyField(d.supportShadowMask,_.GetContent("Support Shadow Mask|Enable memory (Extra Gbuffer in deferred) and shader variant for shadow mask."));
EditorGUILayout.PropertyField(d.supportSSR,_.GetContent("Support SSR|Enable memory use by SSR effect."));
EditorGUILayout.PropertyField(d.supportSSAO,_.GetContent("Support SSAO|Enable memory use by SSAO effect."));
EditorGUILayout.PropertyField(d.supportDBuffer,_.GetContent("Support Decal Buffer|Enable memory and variant of decal buffer."));
EditorGUILayout.PropertyField(d.supportMSAA,_.GetContent("Support Multi Sampling Anti-Aliasing|This feature doesn't work currently."));
EditorGUILayout.PropertyField(d.MSAASampleCount,_.GetContent("MSAA Sample Count|Allow to select the level of MSAA."));
EditorGUILayout.PropertyField(d.supportOnlyForward,_.GetContent("Support Only Forward"));
EditorGUILayout.PropertyField(d.supportOnlyForward,_.GetContent("Support Only Forward|Remove all the memory and shader variant of GBuffer. The renderer can be switch to deferred anymore."));
EditorGUILayout.PropertyField(d.supportMotionVectors,_.GetContent("Support Motion Vectors|Motion vector are use for Motion Blur, TAA, temporal re-projection of various effect like SSR."));
EditorGUILayout.PropertyField(d.enableUltraQualitySSS,_.GetContent("Increase SSS Sample Count|This allow better SSS quality. Warning: Slow feature, don't use for game."));
EditorGUILayout.PropertyField(d.supportVolumetric,_.GetContent("Support volumetric|Enable memory and shader variant for volumetric."));
EditorGUILayout.PropertyField(d.supportRuntimeDebugDisplay,_.GetContent("Support debug display|Remove all debug display shader variant only in the player. Allow faster build."));