staticGUIContentclipMapOverride=newGUIContent("Clip Map Override","Provide a unique clip map for each terrain");
#endif
staticGUIContentCTemplateMaterial=newGUIContent("Template Material","Material to use for this terrain");
staticGUIContentCPerPixelNormal=newGUIContent("Per Pixel Normal","Normal map representing the terrain normals");
#if__MICROSPLAT_GLOBALTEXTURE__
staticGUIContentgeoTexOverride=newGUIContent("Geo Texture Override","If you want each terrain object to have it's own geo texture instead of the one defined in the material, add it here");
staticGUIContentgeoTintOverride=newGUIContent("Tint Texture Override","If you want each terrain object to have it's own global tint instead of the one defined in the material, add it here");
staticGUIContentgeoNormalOverride=newGUIContent("Global Normal Override","If you want each terrain object to have it's own global normal instead of the one defined in the material, add it here");
staticGUIContentgeoSAOMOverride=newGUIContent("Global SOAM Override","If you want each terrain to have it's own Smoothness(R), AO(G) and Metallic (B) map instead of the one defined in the material, add it here");
staticGUIContentgeoEmisOverride=newGUIContent("Global Emissive Override","If you want each terrain to have it's own Emissive map instead of the one defined in the material, set it here");
#endif
#if__MICROSPLAT_SNOW__
staticGUIContentsnowMaskOverride=newGUIContent("Snow Mask Override","If you want each terrain to have it's own snow mask");
#endif
#if__MICROSPLAT_PROCTEX__
staticGUIContentbiomeOverride=newGUIContent("Biome Map Override","Biome map for this terrain");
staticGUIContentbiomeOverride2=newGUIContent("Biome Map2 Override","Biome map for this terrain");
staticGUIContentCCavityMap=newGUIContent("Cavity Map","Cavity Map for procedural texturing based on flow and cavity");
#endif
#if(VEGETATION_STUDIO||VEGETATION_STUDIO_PRO)
staticGUIContentCVSGrassMap=newGUIContent("Grass Map","Grass Map from Vegetation Studio");
staticGUIContentCVSShadowMap=newGUIContent("Shadow Map","Shadow map texture from Vegetation Studio");
#endif
staticGUIContentCBlendMat=newGUIContent("Blend Mat","Blending material for terrain blending");
EditorGUILayout.HelpBox("These should not need to be edited unless something funky has happened. They are automatically managed by MicroSplat.",MessageType.Info);
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