Tooltips.cs 2.5 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. namespace FlatKit.Water {
  4. public static class Tooltips {
  5. public static Dictionary<String, String> map = new Dictionary<string, string> {
  6. // Colors
  7. {"Shallow", "Color at the top of the water."},
  8. {"Deep", "Color below the surface."},
  9. {"Shallow depth", "The distance from surface where the transition from shallow to deep color starts."},
  10. {"Gradient size", "The height of the transition between the shallow and the deep colors."},
  11. {"Transparency", "How clear the color of the water is. " +
  12. "The transparency doesn't affect other parameters like foam or refractions. " +
  13. "This allows you to achieve awesome weird optical effects."},
  14. {"Shadow Strength", "How visible the shadow is."},
  15. // Crest
  16. {"Color{Crest}", "The color of the wave. It helps accentuate individual waves."},
  17. {"Size{Crest}", "How much of the wave is colored."},
  18. {"Sharp transition{Crest}", "How smoothly the accentuated wave blends into overall color of the water."},
  19. // Wave geometry
  20. {"Shape{Wave}", "The formula that determine how the waves are shaped and distributed across the mesh. " +
  21. "Round is for concentric round-shaped ripples; Grid is more linear movement; " +
  22. "Pointy is for more pronounced individual wave peaks."},
  23. {"Speed{Wave}", "How fast it moves along the `Direction` parameter."},
  24. {"Amplitude{Wave}", "Sets deviation amount, or, how high it is."},
  25. {"Frequency{Wave}", "Density of the effect."},
  26. {"Direction{Wave}", "Direction of the motion."},
  27. {"Noise{Wave}", "Adds randomness to the wave shape. Use it to add complexity to the surface."},
  28. // Foam
  29. {"Source{Foam}", "How the foam is being made — from texture or generated from noise."},
  30. {"Texture{Foam}", "A single channel texture map of foam."},
  31. {"Color{Foam}", "Color value. Can be opaque or transparent."},
  32. {"Shore Depth{Foam}", "Controls the amount of foam in regions where water intersects other scene objects."},
  33. {"Amount{Foam}", "How often 'grains' occur."},
  34. {"Sharpness{Foam}", "How smooth or sharp the foam is."},
  35. {"Scale{Foam}", "How big the foam 'chunks' are."},
  36. {"Stretch X{Foam}", "How stretched the foam is along X axis."},
  37. {"Stretch Y{Foam}", "How stretched the foam is along Y axis."},
  38. // Refraction
  39. // Specular
  40. {"Power", "Makes specular thin or thick. 'Power' value is a multiplier of 'Strength' parameter."},
  41. {"Strength", "How prominent the specular is."},
  42. };
  43. }
  44. }