public NoiseEditorView(NoiseSettings _noiseUpdateTarget_ = null, NoiseSettings _sourceAsset_ = null)
        {
            // create temp noisesettings asset and the IMGUI view for this window
            m_noiseUpdateTarget = _noiseUpdateTarget_ == null?ScriptableObject.CreateInstance <NoiseSettings>() : _noiseUpdateTarget_;

            m_serializedNoiseProfile = new SerializedObject(m_noiseUpdateTarget);
            m_noiseGUI = new NoiseSettingsGUI();
            m_noiseGUI.Init(m_noiseUpdateTarget);

            m_noiseSourceAsset = _sourceAsset_;

            var stylesheet = EditorGUIUtility.isProSkin ?
                             AssetDatabase.LoadAssetAtPath <StyleSheet>("Packages/com.unity.terrain-tools/Editor/TerrainTools/NoiseLib/Styles/Noise_Dark.uss") :
                             AssetDatabase.LoadAssetAtPath <StyleSheet>("Packages/com.unity.terrain-tools/Editor/TerrainTools/NoiseLib/Styles/Noise_Light.uss");

            var settingsScrollView = new ScrollView()
            {
                name = Styles.settingsScrollViewName
            };

            ///////////////////////////////////////////////////////////////////////////////
            // settings buttons
            ///////////////////////////////////////////////////////////////////////////////

            var noiseGUIContainer = new IMGUIContainer()
            {
                name = Styles.noiseGUIContainerName
            };

            noiseGUIContainer.onGUIHandler = () =>
            {
                EditorGUI.BeginChangeCheck();
                {
                    m_noiseGUI.OnGUI(NoiseSettingsGUIFlags.All & (~NoiseSettingsGUIFlags.Preview));
                }
                bool changed = EditorGUI.EndChangeCheck();

                if (changed)
                {
                    INTERNAL_OnSettingsChanged();
                }
            };
            settingsScrollView.Add(noiseGUIContainer);

            ///////////////////////////////////////////////////////////////////////////////
            // settings buttons
            ///////////////////////////////////////////////////////////////////////////////

            filePanelContainer = new VisualElement()
            {
                name  = Styles.saveButtonsContainer,
                style =
                {
                    flexDirection = FlexDirection.Row
                }
            };
            filePanelContainer.AddToClassList(Styles.filePanelContainer);

            saveAsButton = new Button(SaveAsCallback)
            {
                name    = Styles.saveAsButtonName,
                text    = "Save As",
                tooltip = Styles.saveasTooltip
            };
            saveAsButton.AddToClassList(Styles.filePanelButton);

            revertButton = new Button(ResetRevertCallback)
            {
                name    = Styles.resetButtonName,
                text    = "Reset",
                tooltip = Styles.resetTooltip
            };
            revertButton.AddToClassList(Styles.filePanelButton);

            applyButton = new Button(() => { Undo.RecordObject(m_noiseSourceAsset, "NoiseWindow - Apply Settings"); m_noiseSourceAsset.CopySerialized(m_noiseUpdateTarget); })
            {
                name    = Styles.applyButtonName,
                text    = "Apply",
                tooltip = Styles.applyTooltip
            };
            applyButton.AddToClassList(Styles.filePanelButton);
            applyButton.AddToClassList(Styles.filePanelButton);

            ///////////////////////////////////////////////////////////////////////////////
            // noise settings object field
            ///////////////////////////////////////////////////////////////////////////////

            var objectFieldContainer = new VisualElement()
            {
                name = Styles.objectFieldContainer
            };

            objectFieldContainer.AddToClassList(Styles.objectFieldContainer);

            objectField = new ObjectField()
            {
                name = Styles.noiseAssetFieldName,
                allowSceneObjects = false,
                objectType        = typeof(NoiseSettings),
                label             = Styles.noiseAssetFieldLabel,
                tooltip           = Styles.noiseAssetFieldTooltip //,
                                                                  // viewDataKey = Styles.noiseAssetFieldName
            };
            objectField.AddToClassList(Styles.noiseAssetFieldName);
            objectField.RegisterCallback <ChangeEvent <UnityEngine.Object> >(OnSourceProfileChanged);

            objectFieldContainer.Add(objectField);

            ///////////////////////////////////////////////////////////////////////////////
            // export settings
            ///////////////////////////////////////////////////////////////////////////////

            var flexArea = new VisualElement()
            {
                name = Styles.flexArea
            };

            flexArea.AddToClassList(Styles.flexArea);

            var exportContainer = new VisualElement()
            {
                name = Styles.exportContainer
            };

            exportContainer.AddToClassList(Styles.exportContainer);

            var exportHeader = new Foldout()
            {
                name        = Styles.exportHeader,
                text        = "Export Noise to Texture",
                tooltip     = Styles.exportTooltip,
                viewDataKey = Styles.exportHeader
            };

            exportHeader.RegisterCallback <ChangeEvent <bool> >(
                (evt) =>
            {
                if (evt.newValue)
                {
                    m_exportContainer.Add(m_exportSettings);
                    m_exportContainer.Add(m_exportButton);
                }
                else
                {
                    m_exportContainer.Remove(m_exportSettings);
                    m_exportContainer.Remove(m_exportButton);
                }
            }
                );
            exportHeader.AddToClassList(Styles.foldoutContainer);

            var exportSettings = CreateExportSettingsView();

            var exportButton = new Button(
                () =>
            {
                if (m_exportType.value == ExportTextureType.Texture2D)
                {
                    Export2D();
                }
                else if (m_exportType.value == ExportTextureType.Texture3D)
                {
                    Export3D();
                }
            }
                )
            {
                name = Styles.exportButton,
                text = "Export"
            };

            exportButton.AddToClassList(Styles.exportButton);

            m_exportButton = exportButton;
            exportContainer.Add(exportHeader);
            // exportContainer.Add( exportSettings );
            // exportContainer.Add( exportButton );

            m_exportContainer  = exportContainer;
            exportHeader.value = false;

            // container for the settings panel
            var settingsContainer = new VisualElement()
            {
                name = Styles.settingsContainerName
            };

            settingsContainer.AddToClassList(Styles.settingsContainerName);
            settingsContainer.Add(objectFieldContainer);
            settingsContainer.Add(filePanelContainer);
            settingsContainer.Add(settingsScrollView);
            settingsContainer.Add(flexArea); // add this so the export stuff stays at the bottom of the settings container
            settingsContainer.Add(exportContainer);
            settingsContainer.Bind(m_serializedNoiseProfile);

            ///////////////////////////////////////////////////////////////////////////////
            // settings buttons
            ///////////////////////////////////////////////////////////////////////////////

            var previewContainer = new VisualElement()
            {
                name = Styles.noisePreviewContainerName
            };

            previewContainer.AddToClassList(Styles.noisePreviewContainerName);

            var previewLabel = new Label()
            {
                name    = Styles.noisePreviewLabelName,
                text    = Styles.previewLabel,
                tooltip = Styles.previewLabelTooltip
            };

            previewLabel.AddToClassList(Styles.noisePreviewLabelName);
            previewContainer.Add(previewLabel);

            m_noiseFieldView = new NoiseFieldView(m_serializedNoiseProfile)
            {
                name = Styles.noisePreviewTextureName
            };
            m_noiseFieldView.onGUIHandler += () =>
            {
                INTERNAL_OnSettingsChanged();
            };
            m_noiseFieldView.AddToClassList(Styles.noisePreviewTextureName);
            previewContainer.Add(m_noiseFieldView);

            ///////////////////////////////////////////////////////////////////////////////
            // wrap it all up
            ///////////////////////////////////////////////////////////////////////////////

            styleSheets.Add(stylesheet);
            AddToClassList(Styles.noiseWindowName);
            Add(settingsContainer);
            Add(previewContainer);

            this.Bind(m_serializedNoiseProfile);

            m_settingsContainer = settingsContainer;

            INTERNAL_OnSourceProfileChanged(_sourceAsset_);

            this.viewDataKey = Styles.noiseWindowName;
        }