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- using System;
- using System.Collections.Generic;
- namespace FlatKit.Water {
- public static class Tooltips {
- public static Dictionary<String, String> map = new Dictionary<string, string> {
- // 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."},
- };
- }
- }
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