ScenePerformance v2

Three additions in this update, all aimed at making the plugin work correctly in more scenes with less setup.

Mirrors and window cameras

Version 1 only looked at the main camera. A character you could see only in a mirror, or only through a WindowCamera, was treated as hidden and disappeared from the reflection.

Mirrors and window cameras now count as views of their own. A character or a light that shows up in a mirror on screen, or in an active WindowCamera, stays live. The mirror test is exact: it checks what the glass actually reflects from where you stand, so a mirror on the far wall does not keep the whole house awake. A mirror hidden behind a wall keeps nobody live.

The option is called "Mirrors + Window Cameras Count As Views" and is on by default.

Presets

There is a new group at the top of the panel with three buttons:

Best Quality - wide view margin, simulation up to 8 m, far hair keeps simulating, no limit on shadows. Hidden characters and lights are still paused, which costs nothing you can see.
Balanced - the default settings.
Max Performance - tight view margin, simulation only up to 2 m, shadows on the two nearest lights, Pixel Light Count respected, shorter shadow distance, realtime reflection probes off. Lighting will look different.
Presets do not touch your never-pause list or the FPS counter. They are also available as actions, so a scene can switch preset from a trigger.

One-click fix for environments with Collision off

Pausing what is behind walls only works when the environment has Collision switched on. Until now the plugin only told you about it in the status text. Now an orange button appears right under "Also Pause Behind Walls" whenever an environment in the scene has Collision off, and one click switches it on. The button is gone when there is nothing to fix.

If the environment has no colliders at all, the status says so. In that case the plugin still pauses everything outside your view, just not what is behind a wall.

Smaller changes

The status panel shows the plugin version, which preset your settings add up to, and what the plugin itself costs per frame.
The status tells you when a character is live because of a mirror or a window camera.
"FPS Counter: Show What Is Live" also shows the plugin's own cost.
Requirements

Unchanged: the CPU Performance Patch is required.

Settings saved with version 1 carry over. As always, feedback and bug reports are appreciated. If a character or a light disappears when it should not, tell me where you stood and what you were looking at.
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