using System.Collections.Generic; namespace FlatKit.StylizedSurface { public static class Tooltips { // @formatter:off public static readonly Dictionary Map = new Dictionary { { "Color", "Primary color of the material. This color is usually the most visible." }, { "Cel Shading Mode", "Lets you choose how the coloring/shading is applied.\n" + "- 'None' uses only flat Color parameter above, no primary cel is added;\n" + "- 'Single' adds a primary cel layer;\n" + "- 'Steps' works with a special texture for adding as many cels as there are in the texture;\n" + "- 'Curve' works with a special texture, but unlike 'Steps', it uses a smooth interpolated one." }, { "Color Shaded", "Color of the cel layer. Usually it is the dark part of cel shaded objects." }, { "Self Shading Size", "How much of the object is covered with the cel layer." }, { "Edge Size", "How smooth the transition between cel layers is. Values to the left mean 'sharper', values to the right are 'smoother'." }, { "Localized Shading", "Can also be called the \"flatness\" value. Defines how spread out the shading is across " + "the object. The value of 0 distributes the color transition gradually across the whole " + "object. The value of 1 makes shading fully flat." }, { "Enable Extra Cel Layer", "If one cel is not enough, here's another one." }, { "Enable Specular", "Toggle specular highlight on/off. Specular is a highlight that appears on shiny surfaces, " + "like metal or glass. It is kind of a glare effect." }, { "Specular Color", "Color of specular highlight. Usually it is white or very bright." }, { "Specular Size", "How big the specular highlight is. Values to the left mean 'smaller', values to the right are 'bigger'." }, { "Specular Edge Smoothness", "How smooth or sharp the specular highlight is. Values to the left mean 'sharper', values to the right are 'smoother'." }, { "Enable Rim", "Enables a rim highlight on the edges of the object. It can be used as a pseudo-outline layer or even as an additional color layer." }, { "Rim Color", "Color of the rim highlight. Usually it is bright." }, { "Light Align", "Position of the rim highlight that depends on light direction. Use this to move the rim part on the mesh." }, { "Rim Size", "How big the rim highlight is." }, { "Rim Edge Smoothness", "How smooth or sharp the rim part is. Values to the left mean 'sharper', values to the right are 'smoother'." }, // Height gradient. { "Enable Height Gradient", "Height gradient enables a color overlay that gradually changes across the vertical axis." }, { "Gradient Color", "Sets the color of the gradient overlay part." }, { "[DR_GRADIENT_ON]Space", "Whether the gradient should be in World or Local space.\n" + "- World space means that the `Center` parameter is relative to the world origin.\n" + "- Local space means that the `Center` parameter is relative to the object's pivot point." }, { "Center X", "X coordinate of the middle gradient point." }, { "Center Y", "Y coordinate of the middle gradient point." }, { "Size", "How stretched the gradient is." }, { "Gradient Angle", "Rotates the gradient on the mesh." }, // Outline. { "Enable Outline", "Enables an outline layer on the material." }, { "[DR_OUTLINE_ON]Width", "Thickness of the outline." }, { "[DR_OUTLINE_ON]Color", "Color of the outline." }, { "[DR_OUTLINE_ON]Scale", "Controls a way of stretching the model uniformly. This is used rarely, " + "typically on symmetrical objects when the model can't have smooth normals." }, { "[DR_OUTLINE_ON]Smooth Normals", "Processes the mesh and creates a copy of it with smoothed normals " + "baked into a UV channel.\nPlease see our online documentation " + "(https://flatkit.dustyroom.com) for more details." }, { "[DR_OUTLINE_ON]Depth Offset", "Pushes the outline further from the camera. Use this if you are seeing " + "outlines intersecting the object." }, { "[DR_OUTLINE_ON]Space", "Whether the outline should be in Clip (aka Screen) or Local space. Different " + "objects require different space, so try both." }, { "Camera Distance Impact", "How much the distance between the object and the camera influences the " + "outline width. This is useful for making outlines thinner on distant objects." }, { "Enable Vertex Colors", "Uses mesh vertex color in object's appearance.\n" + "Vertex colors are colors that are stored in the mesh itself. They can be painted in 3D " + "modeling software like Blender or Maya. Vertex colors are usually used for additional " + "color layers." }, { "Light Color Contribution", "How much the color of real-time lights (directional, point or spot) influences the color of the object.\n" + "Has no effect when the lighting is baked as that color is already included in the lightmap and/or light probes." }, { "Point / Spot Light Edge", "Sharpness of the transition between lit and unlit parts of the surface when using point or spot lights." }, { "Override Light Direction", "Enables overriding of light direction. Use it when you want to re-align the shaded part for the current material only." }, { "Pitch", "Moves the shaded part across world-space X coordinate" }, { "Yaw", "Moves the shaded part across world-space Y coordinate" }, // Shadows. { "Mode", "Use this menu to let the current material receive shadows.\n" + "- 'Multiply' parameter multiplies black shadow over existing colors of shading;\n" + "- 'Color' parameter applies freely colored shadow over existing colors of shading." }, { "Power", "How opaque the received shadows are." }, { "[_UNITYSHADOWMODE_COLOR]Color", "Color of the received shadows." }, { "Sharpness", "How smooth or sharp the received shadows are. Values to the left mean 'sharper', values to the right are 'smoother'." }, { "Shadow Occlusion", "Mask received Unity shadows in areas where normals face away from the light. Useful to " + "remove shadows that 'go through' objects." }, // Texture maps. { "Albedo", "Main texture of the material. It is also known as 'Diffuse'." }, { "Mix Into Shading", "Uses the main texture when calculating lighting and shading colors. When disabled, the Environment Lighting of the scene has a greater impact on the material." }, { "Texture Impact", "How opaque or transparent the texture is." }, { "Blending Mode", "Select which blending mode to use for the texture:\n" + "-'Add' adds the texture to the existing colors of shading;\n" + "-'Multiply' multiplies the texture over the existing colors of shading;\n" + "-'Interpolate' (only Detail Map) blends the texture with the existing colors of shading." }, { "Detail Map", "A texture that is used to add small details to the surface. There is no principal difference " + "between this texture and the main one, except that it is usually smaller and has more details." }, { "Detail Color", "The color to be applied to the detail map." }, { "Detail Impact", "How visible the detail map is." }, { "Normal Map", "Also known as 'Bump Map'. This texture contains normals applied to the surface." }, { "Emission Map", "A texture representing the parts of the object that emit light. It is usually used for " + "glowing signs, screens, lights, etc." }, { "Emission Color", "The color of the emitted light. Note that this is an HDR value. When combined with Bloom " + "post-processing, it can be used to create a glowing effect." }, { "Base Alpha Cutoff", "Allows controlling which pixels to render based on the texture alpha values." }, { "Surface Type", "Whether the object is opaque or transparent. This defines the render queue of the material." }, { "Render Faces", "Whether to render the Front, Back or both faces of the mesh." }, { "Alpha Clipping", "Allows controlling which pixels to render based on the texture alpha values." }, { "Enable GPU Instancing", "GPU Instancing allows rendering many copies of the same mesh at once." }, }; // @formatter:on } }