publicstaticreadonlyGUIContentintesity=EditorGUIUtility.TrTextContent("Intensity","Controls the strength of the ambient occlusion effect. Increase this value to produce darker areas.");
publicstaticreadonlyGUIContentdirectLightingStrenght=EditorGUIUtility.TrTextContent("Direct Lighting Strength","Controls how much the ambient light affects occlusion.");
publicstaticreadonlyGUIContentshadowMultiplier=EditorGUIUtility.TrTextContent("Shadow Multiplier","Controls the multiplier for the shadow values.");
publicstaticreadonlyGUIContentlayerMask=EditorGUIUtility.TrTextContent("Layer Mask","Layer mask used to include the objects for ambient occlusion.");
staticpublicreadonlyGUIContentspecularOcclusion=EditorGUIUtility.TrTextContent("Specular Occlusion","Controls the influence of the ambient occlusion on the specular occlusion. Increase this value to reduce the amount of specular leaking in occluded areas.");
publicstaticreadonlyGUIContentmaxRayLength=EditorGUIUtility.TrTextContent("Max Ray Length","Controls the maximal length of ambient occlusion rays. The higher this value is, the more expensive ray traced ambient occlusion is.");
/// Moving this factor closer to 0 will increase the amount of accepted samples during temporal accumulation, increasing the ghosting, but reducing the temporal noise.