using System; using System.Collections.Generic; namespace FlatKit.Water { public static class Tooltips { public static Dictionary map = new Dictionary { // Colors {"Shallow", "Color at the top of the water."}, {"Deep", "Color below the surface."}, {"Shallow depth", "The distance from surface where the transition from shallow to deep color starts."}, {"Gradient size", "The height of the transition between the shallow and the deep colors."}, {"Transparency", "How clear the color of the water is. " + "The transparency doesn't affect other parameters like foam or refractions. " + "This allows you to achieve awesome weird optical effects."}, {"Shadow Strength", "How visible the shadow is."}, // Crest {"Color{Crest}", "The color of the wave. It helps accentuate individual waves."}, {"Size{Crest}", "How much of the wave is colored."}, {"Sharp transition{Crest}", "How smoothly the accentuated wave blends into overall color of the water."}, // Wave geometry {"Shape{Wave}", "The formula that determine how the waves are shaped and distributed across the mesh. " + "Round is for concentric round-shaped ripples; Grid is more linear movement; " + "Pointy is for more pronounced individual wave peaks."}, {"Speed{Wave}", "How fast it moves along the `Direction` parameter."}, {"Amplitude{Wave}", "Sets deviation amount, or, how high it is."}, {"Frequency{Wave}", "Density of the effect."}, {"Direction{Wave}", "Direction of the motion."}, {"Noise{Wave}", "Adds randomness to the wave shape. Use it to add complexity to the surface."}, // Foam {"Source{Foam}", "How the foam is being made — from texture or generated from noise."}, {"Texture{Foam}", "A single channel texture map of foam."}, {"Color{Foam}", "Color value. Can be opaque or transparent."}, {"Shore Depth{Foam}", "Controls the amount of foam in regions where water intersects other scene objects."}, {"Amount{Foam}", "How often 'grains' occur."}, {"Sharpness{Foam}", "How smooth or sharp the foam is."}, {"Scale{Foam}", "How big the foam 'chunks' are."}, {"Stretch X{Foam}", "How stretched the foam is along X axis."}, {"Stretch Y{Foam}", "How stretched the foam is along Y axis."}, // Refraction // Specular {"Power", "Makes specular thin or thick. 'Power' value is a multiplier of 'Strength' parameter."}, {"Strength", "How prominent the specular is."}, }; } }