EditorGUILayout.HelpBox("Use order of this component (relatively to other Image Effects on this camera) to control the point at which highlighting will be applied to the framebuffer (click on a little gear icon to the right and choose Move Up / Move Down).",MessageType.Info);
staticpublicreadonlyGUIContentlabelIterations=newGUIContent("Iterations:","Blur iterations. Number of blur iterations performed. Larger number means more blur.");
staticpublicreadonlyGUIContentlabelBlurMinSpread=newGUIContent("Min Spread:","Blur Min Spread. Lower values give better looking blur, but require more iterations to get large blurs. Pixel offset for each blur iteration is calculated as 'Min Spread + Spread * Iteration Index'. Usually 'Min Spread + Spread' value is between 0.5 and 1.0.");
staticpublicreadonlyGUIContentlabelBlurSpread=newGUIContent("Spread:","Blur Spread. Lower values give better looking blur, but require more iterations to get large blurs. Pixel offset for each blur iteration is calculated as 'Min Spread + Spread * Iteration Index'. Usually 'Min Spread + Spread' value is between 0.5 and 1.0.");
staticpublicreadonlyGUIContentlabelBlurIntensity=newGUIContent("Intensity:","Highlighting Intensity. Internally defines the value by which highlighting buffer alpha channel will be multiplied after each blur iteration.");
staticprotectedreadonlyGUIContent[]antiAliasingOptions=newGUIContent[]{newGUIContent("Use Value From Quality Settings"),newGUIContent("Disabled"),newGUIContent("2x Multi Sampling"),newGUIContent("4x Multi Sampling"),newGUIContent("8x Multi Sampling")};
EditorGUILayout.HelpBox("Highlighting System requires 32-bit display buffer. Set the 'Use 32-bit Display Buffer' checkbox under the 'Resolution and Presentation' section of Player Settings.",MessageType.Error);
}
#endif
EditorGUILayout.Space();
// HighlightingBlitter field
if(hr.blitter==null)
{
EditorGUILayout.HelpBox("Use order of this component (relatively to other Image Effects on this camera) to control the point at which highlighting will be applied to the framebuffer (click on a little gear icon to the right and choose Move Up / Move Down) or assign HighlightingBlitter component from another camera.",MessageType.Info);
EditorGUILayout.HelpBox("Assigned HighlightingBlitter component exists on the same camera. This is not really necessary in most situations and affects rendering performance! Please make sure this is intended.",MessageType.Warning);
/// Force-render this Highlighter. No culling is performed in this case (neither frustum nor occlusion culling) and renderers from all LOD levels will be always rendered.
/// Please be considerate in enabling this mode, or you may experience performance degradation.