using System; using System.Collections.Generic; namespace FlatKit.StylizedSurface { public static class Tooltips { public static Dictionary map = new Dictionary { {"Color", "Color"}, {"Cel Shading Mode", "Lets you choose how the coloring/shading is applied. 'None' uses only flat Color parameter above, no primary cel is added; 'Single' adds a primary cel layer; 'Steps' works with a special texture for adding as many cels as there are in the texture; 'Curve' works with a special texture, but unlike 'Steps', it uses a smooth interpolated one"}, {"Color Shaded", "Color of a cel layer. Usually it is the dark part of cel shaded objects"}, {"Self Shading Size", "How big of a part of a mesh is covered with a cel layer"}, {"Shadow Edge Size", "How smooth or sharp a cel layer is. Values to the left mean 'sharper', values to the right are 'smoother'"}, {"Localized Shading", ""}, {"Enable Extra Cel Layer", "If one cel is not enough, here's another one"}, {"Enable Specular", "Enables specular. It is kind of a glare effect"}, {"Specular Color", "Color of specular"}, {"Specular Size", "How big the specular is"}, {"Specular Edge Smoothness", "How smooth or sharp the specular is. Values to the left mean 'sharper', values to the right are 'smoother'"}, {"Enable Rim", "Enables Rim. It can be used as a pseudo-outline layer or even as an additional color layer"}, {"Rim Color", "Color of the rim"}, {"Light Align", "Use it to move the rim part on the mesh"}, {"Rim Size", "How big the rim part is"}, {"Rim Edge Smoothness", "How smooth or sharp the rim part is. Values to the left mean 'sharper', values to the right are 'smoother'"}, {"Enable Height Gradient", "Enables Height Gradient"}, {"Gradient Color", "Sets the color of the gradient overlay part"}, {"Center X", "World-space X coordinate of the middle gradient point"}, {"Center Y", "World-space Y coordinate of the middle gradient point"}, {"Size", "How stretched the gradient is"}, {"Gradient Angle", "Rotates the gradient on the mesh"}, {"Enable Vertex Colors", ""}, {"Light Color Contribution", ""}, {"Falloff size (point / spot)", ""}, {"Enable", "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"}, {"Mode", "Use this menu to let the current material receive shadows. 'Multiply' parameter multiplies black shadow over existing colors of shading; 'Color' parameter applies freely colored shadow over existing colors of shading"}, {"Power", "How opaque the received shadows are"}, {"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."}, {"Blending Mode", "Select which blending mode to use for an albedo texture — 'Add' or 'Multiply'"}, {"Texture Impact", "How opaque or transparent the texture is"}, {"Surface Type", "'Opaque'; 'Transparent'"}, {"Render Faces", "'Front'; 'Back'; 'Both'"}, {"Alpha Clipping", ""}, {"Enable GPU Instancing", ""}, }; } }