static Styles()
{
int[] numArray1 = new int[3];
numArray1[1] = 1;
numArray1[2] = 2;
shaderQualityValue = numArray1;
renderingPathName = new GUIContent[] { new GUIContent("Forward"), new GUIContent("Deferred"), new GUIContent("Legacy Vertex Lit"), new GUIContent("Legacy Deferred (light prepass)") };
renderingPathValue = new int[] { 1, 3, 0, 2 };
tierName = new GUIContent[] { new GUIContent("Low (Tier1)"), new GUIContent("Medium (Tier 2)"), new GUIContent("High (Tier 3)") };
empty = EditorGUIUtility.TextContent("");
autoSettings = EditorGUIUtility.TextContent("Use Defaults");
cascadedShadowMaps = EditorGUIUtility.TextContent("Cascaded Shadows");
standardShaderQuality = EditorGUIUtility.TextContent("Standard Shader Quality");
reflectionProbeBoxProjection = EditorGUIUtility.TextContent("Reflection Probes Box Projection");
reflectionProbeBlending = EditorGUIUtility.TextContent("Reflection Probes Blending");
renderingPath = EditorGUIUtility.TextContent("Rendering Path");
}
}