//TLS: Will this work in build? May need to do extra work to be found in resources. If broken, SSS won't work in build.
//NOTE: We can't get reference to the render pipeline assets from scriptable object, but we add it to the assets anyways so they get included in build.
// Searching here is safe because we linked already in the LW resources, forcing it to be included in build.
publicreadonlyGUIContentprofileMinMaxThickness=newGUIContent("Min-Max Thickness (mm)","Shows the values of the thickness remap below (in millimeters).");
publicreadonlyGUIContentprofileThicknessRemap=newGUIContent("Thickness Remap (mm)","Remaps the thickness parameter from [0, 1] to the desired range (in millimeters).");
publicreadonlyGUIContentprofileWorldScale=newGUIContent("World Scale","Size of the world unit in meters.");
publicreadonlyGUIContentprofileIor=newGUIContent("Index of Refraction","Index of refraction. 1.4 for skin. Between 1.3-1.5 for most other material.");
// Jimenez SSS Model
publicreadonlyGUIContentprofileScatterDistance1=newGUIContent("Scattering 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.");
cmd.SetGlobalVectorArray(DiffusionProfileShaderIDs._HalfRcpVariancesAndWeights,DiffusionProfileSettings.halfRcpVariancesAndWeights);//Still need for transmission.
// Currently, cascades are computed in such a way to reduce code between directional/spot etc. We aren't given the index here, so we must cache + clear every frame for now.