Tooltips.cs 9.5 KB

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  1. using System.Collections.Generic;
  2. namespace FlatKit.StylizedSurface {
  3. public static class Tooltips {
  4. // @formatter:off
  5. public static readonly Dictionary<string, string> Map = new Dictionary<string, string> {
  6. { "Color", "Primary color of the material. This color is usually the most visible." }, {
  7. "Cel Shading Mode", "Lets you choose how the coloring/shading is applied.\n" +
  8. "- 'None' uses only flat Color parameter above, no primary cel is added;\n" +
  9. "- 'Single' adds a primary cel layer;\n" +
  10. "- 'Steps' works with a special texture for adding as many cels as there are in the texture;\n" +
  11. "- 'Curve' works with a special texture, but unlike 'Steps', it uses a smooth interpolated one."
  12. },
  13. { "Color Shaded", "Color of the cel layer. Usually it is the dark part of cel shaded objects." },
  14. { "Self Shading Size", "How much of the object is covered with the cel layer." }, {
  15. "Edge Size",
  16. "How smooth the transition between cel layers is. Values to the left mean 'sharper', values to the right are 'smoother'."
  17. }, {
  18. "Localized Shading",
  19. "Can also be called the \"flatness\" value. Defines how spread out the shading is across " +
  20. "the object. The value of 0 distributes the color transition gradually across the whole " +
  21. "object. The value of 1 makes shading fully flat."
  22. },
  23. { "Enable Extra Cel Layer", "If one cel is not enough, here's another one." }, {
  24. "Enable Specular",
  25. "Toggle specular highlight on/off. Specular is a highlight that appears on shiny surfaces, " +
  26. "like metal or glass. It is kind of a glare effect."
  27. },
  28. { "Specular Color", "Color of specular highlight. Usually it is white or very bright." }, {
  29. "Specular Size",
  30. "How big the specular highlight is. Values to the left mean 'smaller', values to the right are 'bigger'."
  31. }, {
  32. "Specular Edge Smoothness",
  33. "How smooth or sharp the specular highlight is. Values to the left mean 'sharper', values to the right are 'smoother'."
  34. }, {
  35. "Enable Rim",
  36. "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."
  37. },
  38. { "Rim Color", "Color of the rim highlight. Usually it is bright." }, {
  39. "Light Align",
  40. "Position of the rim highlight that depends on light direction. Use this to move the rim part on the mesh."
  41. },
  42. { "Rim Size", "How big the rim highlight is." }, {
  43. "Rim Edge Smoothness",
  44. "How smooth or sharp the rim part is. Values to the left mean 'sharper', values to the right are 'smoother'."
  45. },
  46. // Height gradient.
  47. {
  48. "Enable Height Gradient",
  49. "Height gradient enables a color overlay that gradually changes across the vertical axis."
  50. },
  51. { "Gradient Color", "Sets the color of the gradient overlay part." }, {
  52. "[DR_GRADIENT_ON]Space", "Whether the gradient should be in World or Local space.\n" +
  53. "- World space means that the `Center` parameter is relative to the world origin.\n" +
  54. "- Local space means that the `Center` parameter is relative to the object's pivot point."
  55. },
  56. { "Center X", "X coordinate of the middle gradient point." },
  57. { "Center Y", "Y coordinate of the middle gradient point." },
  58. { "Size", "How stretched the gradient is." },
  59. { "Gradient Angle", "Rotates the gradient on the mesh." },
  60. // Outline.
  61. { "Enable Outline", "Enables an outline layer on the material." },
  62. { "[DR_OUTLINE_ON]Width", "Thickness of the outline." },
  63. { "[DR_OUTLINE_ON]Color", "Color of the outline." }, {
  64. "[DR_OUTLINE_ON]Scale", "Controls a way of stretching the model uniformly. This is used rarely, " +
  65. "typically on symmetrical objects when the model can't have smooth normals."
  66. }, {
  67. "[DR_OUTLINE_ON]Smooth Normals", "Processes the mesh and creates a copy of it with smoothed normals " +
  68. "baked into a UV channel.\nPlease see our online documentation " +
  69. "(https://flatkit.dustyroom.com) for more details."
  70. }, {
  71. "[DR_OUTLINE_ON]Depth Offset", "Pushes the outline further from the camera. Use this if you are seeing " +
  72. "outlines intersecting the object."
  73. }, {
  74. "[DR_OUTLINE_ON]Space", "Whether the outline should be in Clip (aka Screen) or Local space. Different " +
  75. "objects require different space, so try both."
  76. }, {
  77. "Camera Distance Impact", "How much the distance between the object and the camera influences the " +
  78. "outline width. This is useful for making outlines thinner on distant objects."
  79. }, {
  80. "Enable Vertex Colors", "Uses mesh vertex color in object's appearance.\n" +
  81. "Vertex colors are colors that are stored in the mesh itself. They can be painted in 3D " +
  82. "modeling software like Blender or Maya. Vertex colors are usually used for additional " +
  83. "color layers."
  84. }, {
  85. "Light Color Contribution",
  86. "How much the color of real-time lights (directional, point or spot) influences the color of the object.\n" +
  87. "Has no effect when the lighting is baked as that color is already included in the lightmap and/or light probes."
  88. }, {
  89. "Point / Spot Light Edge",
  90. "Sharpness of the transition between lit and unlit parts of the surface when using point or spot lights."
  91. }, {
  92. "Override Light Direction",
  93. "Enables overriding of light direction. Use it when you want to re-align the shaded part for the current material only."
  94. },
  95. { "Pitch", "Moves the shaded part across world-space X coordinate" },
  96. { "Yaw", "Moves the shaded part across world-space Y coordinate" },
  97. // Shadows.
  98. {
  99. "Mode", "Use this menu to let the current material receive shadows.\n" +
  100. "- 'Multiply' parameter multiplies black shadow over existing colors of shading;\n" +
  101. "- 'Color' parameter applies freely colored shadow over existing colors of shading."
  102. },
  103. { "Power", "How opaque the received shadows are." },
  104. { "[_UNITYSHADOWMODE_COLOR]Color", "Color of the received shadows." }, {
  105. "Sharpness",
  106. "How smooth or sharp the received shadows are. Values to the left mean 'sharper', values to the right are 'smoother'."
  107. },
  108. {
  109. "Shadow Occlusion",
  110. "Mask received Unity shadows in areas where normals face away from the light. Useful to " +
  111. "remove shadows that 'go through' objects."
  112. },
  113. // Texture maps.
  114. { "Albedo", "Main texture of the material. It is also known as 'Diffuse'." },
  115. {
  116. "Mix Into Shading",
  117. "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."
  118. },
  119. { "Texture Impact", "How opaque or transparent the texture is." },
  120. {
  121. "Blending Mode", "Select which blending mode to use for the texture:\n" +
  122. "-'Add' adds the texture to the existing colors of shading;\n" +
  123. "-'Multiply' multiplies the texture over the existing colors of shading;\n" +
  124. "-'Interpolate' (only Detail Map) blends the texture with the existing colors of shading."
  125. },
  126. {
  127. "Detail Map",
  128. "A texture that is used to add small details to the surface. There is no principal difference " +
  129. "between this texture and the main one, except that it is usually smaller and has more details."
  130. },
  131. { "Detail Color", "The color to be applied to the detail map." },
  132. { "Detail Impact", "How visible the detail map is." },
  133. { "Normal Map", "Also known as 'Bump Map'. This texture contains normals applied to the surface." }, {
  134. "Emission Map", "A texture representing the parts of the object that emit light. It is usually used for " +
  135. "glowing signs, screens, lights, etc."
  136. }, {
  137. "Emission Color",
  138. "The color of the emitted light. Note that this is an HDR value. When combined with Bloom " +
  139. "post-processing, it can be used to create a glowing effect."
  140. },
  141. { "Base Alpha Cutoff", "Allows controlling which pixels to render based on the texture alpha values." }, {
  142. "Surface Type",
  143. "Whether the object is opaque or transparent. This defines the render queue of the material."
  144. },
  145. { "Render Faces", "Whether to render the Front, Back or both faces of the mesh." },
  146. { "Alpha Clipping", "Allows controlling which pixels to render based on the texture alpha values." },
  147. { "Enable GPU Instancing", "GPU Instancing allows rendering many copies of the same mesh at once." },
  148. };
  149. // @formatter:on
  150. }
  151. }