Files
2026-01-25 11:27:33 +09:00

157 lines
9.5 KiB
C#

using System.Collections.Generic;
namespace FlatKit.StylizedSurface {
public static class Tooltips {
// @formatter:off
public static readonly Dictionary<string, string> Map = new Dictionary<string, string> {
{ "Color", "Primary color of the material. This color is usually the most visible." }, {
"Cel Shading Mode", "Lets you choose how the coloring/shading is applied.\n" +
"- 'None' uses only flat Color parameter above, no primary cel is added;\n" +
"- 'Single' adds a primary cel layer;\n" +
"- 'Steps' works with a special texture for adding as many cels as there are in the texture;\n" +
"- 'Curve' works with a special texture, but unlike 'Steps', it uses a smooth interpolated one."
},
{ "Color Shaded", "Color of the cel layer. Usually it is the dark part of cel shaded objects." },
{ "Self Shading Size", "How much of the object is covered with the cel layer." }, {
"Edge Size",
"How smooth the transition between cel layers is. Values to the left mean 'sharper', values to the right are 'smoother'."
}, {
"Localized Shading",
"Can also be called the \"flatness\" value. Defines how spread out the shading is across " +
"the object. The value of 0 distributes the color transition gradually across the whole " +
"object. The value of 1 makes shading fully flat."
},
{ "Enable Extra Cel Layer", "If one cel is not enough, here's another one." }, {
"Enable Specular",
"Toggle specular highlight on/off. Specular is a highlight that appears on shiny surfaces, " +
"like metal or glass. It is kind of a glare effect."
},
{ "Specular Color", "Color of specular highlight. Usually it is white or very bright." }, {
"Specular Size",
"How big the specular highlight is. Values to the left mean 'smaller', values to the right are 'bigger'."
}, {
"Specular Edge Smoothness",
"How smooth or sharp the specular highlight is. Values to the left mean 'sharper', values to the right are 'smoother'."
}, {
"Enable Rim",
"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."
},
{ "Rim Color", "Color of the rim highlight. Usually it is bright." }, {
"Light Align",
"Position of the rim highlight that depends on light direction. Use this to move the rim part on the mesh."
},
{ "Rim Size", "How big the rim highlight is." }, {
"Rim Edge Smoothness",
"How smooth or sharp the rim part is. Values to the left mean 'sharper', values to the right are 'smoother'."
},
// Height gradient.
{
"Enable Height Gradient",
"Height gradient enables a color overlay that gradually changes across the vertical axis."
},
{ "Gradient Color", "Sets the color of the gradient overlay part." }, {
"[DR_GRADIENT_ON]Space", "Whether the gradient should be in World or Local space.\n" +
"- World space means that the `Center` parameter is relative to the world origin.\n" +
"- Local space means that the `Center` parameter is relative to the object's pivot point."
},
{ "Center X", "X coordinate of the middle gradient point." },
{ "Center Y", "Y coordinate of the middle gradient point." },
{ "Size", "How stretched the gradient is." },
{ "Gradient Angle", "Rotates the gradient on the mesh." },
// Outline.
{ "Enable Outline", "Enables an outline layer on the material." },
{ "[DR_OUTLINE_ON]Width", "Thickness of the outline." },
{ "[DR_OUTLINE_ON]Color", "Color of the outline." }, {
"[DR_OUTLINE_ON]Scale", "Controls a way of stretching the model uniformly. This is used rarely, " +
"typically on symmetrical objects when the model can't have smooth normals."
}, {
"[DR_OUTLINE_ON]Smooth Normals", "Processes the mesh and creates a copy of it with smoothed normals " +
"baked into a UV channel.\nPlease see our online documentation " +
"(https://flatkit.dustyroom.com) for more details."
}, {
"[DR_OUTLINE_ON]Depth Offset", "Pushes the outline further from the camera. Use this if you are seeing " +
"outlines intersecting the object."
}, {
"[DR_OUTLINE_ON]Space", "Whether the outline should be in Clip (aka Screen) or Local space. Different " +
"objects require different space, so try both."
}, {
"Camera Distance Impact", "How much the distance between the object and the camera influences the " +
"outline width. This is useful for making outlines thinner on distant objects."
}, {
"Enable Vertex Colors", "Uses mesh vertex color in object's appearance.\n" +
"Vertex colors are colors that are stored in the mesh itself. They can be painted in 3D " +
"modeling software like Blender or Maya. Vertex colors are usually used for additional " +
"color layers."
}, {
"Light Color Contribution",
"How much the color of real-time lights (directional, point or spot) influences the color of the object.\n" +
"Has no effect when the lighting is baked as that color is already included in the lightmap and/or light probes."
}, {
"Point / Spot Light Edge",
"Sharpness of the transition between lit and unlit parts of the surface when using point or spot lights."
}, {
"Override Light Direction",
"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" },
// Shadows.
{
"Mode", "Use this menu to let the current material receive shadows.\n" +
"- 'Multiply' parameter multiplies black shadow over existing colors of shading;\n" +
"- 'Color' parameter applies freely colored shadow over existing colors of shading."
},
{ "Power", "How opaque the received shadows are." },
{ "[_UNITYSHADOWMODE_COLOR]Color", "Color of the received shadows." }, {
"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."
},
// Texture maps.
{ "Albedo", "Main texture of the material. It is also known as 'Diffuse'." },
{
"Mix Into Shading",
"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."
},
{ "Texture Impact", "How opaque or transparent the texture is." },
{
"Blending Mode", "Select which blending mode to use for the texture:\n" +
"-'Add' adds the texture to the existing colors of shading;\n" +
"-'Multiply' multiplies the texture over the existing colors of shading;\n" +
"-'Interpolate' (only Detail Map) blends the texture with the existing colors of shading."
},
{
"Detail Map",
"A texture that is used to add small details to the surface. There is no principal difference " +
"between this texture and the main one, except that it is usually smaller and has more details."
},
{ "Detail Color", "The color to be applied to the detail map." },
{ "Detail Impact", "How visible the detail map is." },
{ "Normal Map", "Also known as 'Bump Map'. This texture contains normals applied to the surface." }, {
"Emission Map", "A texture representing the parts of the object that emit light. It is usually used for " +
"glowing signs, screens, lights, etc."
}, {
"Emission Color",
"The color of the emitted light. Note that this is an HDR value. When combined with Bloom " +
"post-processing, it can be used to create a glowing effect."
},
{ "Base Alpha Cutoff", "Allows controlling which pixels to render based on the texture alpha values." }, {
"Surface Type",
"Whether the object is opaque or transparent. This defines the render queue of the material."
},
{ "Render Faces", "Whether to render the Front, Back or both faces of the mesh." },
{ "Alpha Clipping", "Allows controlling which pixels to render based on the texture alpha values." },
{ "Enable GPU Instancing", "GPU Instancing allows rendering many copies of the same mesh at once." },
};
// @formatter:on
}
}