publicreadonlyGUIContentsssTransmittancePreview1=newGUIContent("Shows the fraction of light passing through the object for thickness values from the remap.");
publicreadonlyGUIContentsssTransmittancePreview2=newGUIContent("Can be viewed as a cross section of a slab of material illuminated by white light from the left.");
publicreadonlyGUIContentsssProfileSurfaceAlbedo=newGUIContent("Surface Albedo","A color which determines the shape of the profile.");
publicreadonlyGUIContentsssProfileScatterDistance=newGUIContent("Scattering Distance","Determines the effective radius of the filter. 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 of the result.");
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 viewed as a cross section of a slab of material illuminated by white light from the left.");
publicreadonlyGUIContentsssProfileSurfaceAlbedo=newGUIContent("Surface Albedo","Color which determines the shape of the profile. Alpha is ignored.");
publicreadonlyGUIContentsssProfileLenVolMeanFreePath=newGUIContent("Volume Mean Free Path","The length of the volume mean free path (in millimeters) describes the average distance a photon travels within the volume before an extinction event occurs. Determines the effective radius of the filter.");
publicreadonlyGUIContentsssProfileScatteringDistance=newGUIContent("Scattering Distance","Effective radius of the filter (in millimeters). The blur is energy-preserving, so a wide filter results in a large area with small contributions of individual samples. Reducing the distance increases the sharpness of the result.");
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).")