47 lines
3.3 KiB
C#
47 lines
3.3 KiB
C#
using System;
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using System.Collections.Generic;
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namespace FlatKit.StylizedSurface {
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public static class Tooltips {
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public static Dictionary<String, String> map = new Dictionary<string, string> {
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{"Color", "Color"},
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{"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"},
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{"Color Shaded", "Color of a cel layer. Usually it is the dark part of cel shaded objects"},
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{"Self Shading Size", "How big of a part of a mesh is covered with a cel layer"},
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{"Shadow Edge Size", "How smooth or sharp a cel layer is. Values to the left mean 'sharper', values to the right are 'smoother'"},
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{"Localized Shading", ""},
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{"Enable Extra Cel Layer", "If one cel is not enough, here's another one"},
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{"Enable Specular", "Enables specular. It is kind of a glare effect"},
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{"Specular Color", "Color of specular"},
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{"Specular Size", "How big the specular is"},
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{"Specular Edge Smoothness", "How smooth or sharp the specular is. Values to the left mean 'sharper', values to the right are 'smoother'"},
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{"Enable Rim", "Enables Rim. It can be used as a pseudo-outline layer or even as an additional color layer"},
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{"Rim Color", "Color of the rim"},
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{"Light Align", "Use it to move the rim part on the mesh"},
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{"Rim Size", "How big the rim part is"},
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{"Rim Edge Smoothness", "How smooth or sharp the rim part is. Values to the left mean 'sharper', values to the right are 'smoother'"},
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{"Enable Height Gradient", "Enables Height Gradient"},
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{"Gradient Color", "Sets the color of the gradient overlay part"},
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{"Center X", "World-space X coordinate of the middle gradient point"},
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{"Center Y", "World-space Y coordinate of the middle gradient point"},
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{"Size", "How stretched the gradient is"},
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{"Gradient Angle", "Rotates the gradient on the mesh"},
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{"Enable Vertex Colors", ""},
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{"Light Color Contribution", ""},
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{"Falloff size (point / spot)", ""},
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{"Enable", "Enables overriding of light direction. Use it when you want to re-align the shaded part for the current material only"},
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{"Pitch", "Moves the shaded part across world-space X coordinate"},
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{"Yaw", "Moves the shaded part across world-space Y coordinate"},
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{"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"},
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{"Power", "How opaque the received shadows are"},
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{"Sharpness", "How smooth or sharp the received shadows are. Values to the left mean 'sharper', values to the right are 'smoother'"},
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{"Shadow Occlusion", "Mask received Unity shadows in areas where normals face away from the light. Useful to remove shadows that 'go through' objects."},
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{"Blending Mode", "Select which blending mode to use for an albedo texture — 'Add' or 'Multiply'"},
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{"Texture Impact", "How opaque or transparent the texture is"},
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{"Surface Type", "'Opaque'; 'Transparent'"},
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{"Render Faces", "'Front'; 'Back'; 'Both'"},
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{"Alpha Clipping", ""},
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{"Enable GPU Instancing", ""},
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};
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}
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} |