修改设置
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timeCreated: 1645650454
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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 readonly Dictionary<string, string> Map = new Dictionary<string, string> {
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{ "Color", "Primary color of the material. This color is usually the most visible." }, {
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"Cel Shading Mode", "Lets you choose how the coloring/shading is applied.\n" +
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"- 'None' uses only flat Color parameter above, no primary cel is added;\n" +
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"- 'Single' adds a primary cel layer;\n" +
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"- 'Steps' works with a special texture for adding as many cels as there are in the texture;\n" +
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"- 'Curve' works with a special texture, but unlike 'Steps', it uses a smooth interpolated one."
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},
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{ "Color Shaded", "Color of the cel layer. Usually it is the dark part of cel shaded objects." },
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{ "Self Shading Size", "How much of the object is covered with the cel layer." }, {
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"Edge Size",
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"How smooth the transition between cel layers is. Values to the left mean 'sharper', values to the right are 'smoother'."
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}, {
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"Localized Shading",
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"Can also be called the \"flatness\" value. Defines how spread out the shading is across " +
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"the object. The value of 0 distributes the color transition gradually across the whole " +
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"object. The value of 1 makes shading fully flat."
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},
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{ "Enable Extra Cel Layer", "If one cel is not enough, here's another one." }, {
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"Enable Specular",
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"Toggle specular highlight on/off. Specular is a highlight that appears on shiny surfaces, " +
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"like metal or glass. It is kind of a glare effect."
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},
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{ "Specular Color", "Color of specular highlight. Usually it is white or very bright." }, {
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"Specular Size",
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"How big the specular highlight is. Values to the left mean 'smaller', values to the right are 'bigger'."
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}, {
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"Specular Edge Smoothness",
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"How smooth or sharp the specular highlight is. Values to the left mean 'sharper', values to the right are 'smoother'."
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}, {
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"Enable Rim",
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"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."
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},
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{ "Rim Color", "Color of the rim highlight. Usually it is bright." }, {
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"Light Align",
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"Position of the rim highlight that depends on light direction. Use this to move the rim part on the mesh."
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},
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{ "Rim Size", "How big the rim highlight is." }, {
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"Rim Edge Smoothness",
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"How smooth or sharp the rim part is. Values to the left mean 'sharper', values to the right are 'smoother'."
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},
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// Height gradient.
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{
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"Enable Height Gradient",
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"Height gradient enables a color overlay that gradually changes across the vertical axis."
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},
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{ "Gradient Color", "Sets the color of the gradient overlay part." }, {
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"[DR_GRADIENT_ON]Space", "Whether the gradient should be in World or Local space.\n" +
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"- World space means that the `Center` parameter is relative to the world origin.\n" +
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"- Local space means that the `Center` parameter is relative to the object's pivot point."
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},
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{ "Center X", "X coordinate of the middle gradient point." },
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{ "Center Y", "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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// Outline.
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{ "Enable Outline", "Enables an outline layer on the material." },
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{ "[DR_OUTLINE_ON]Width", "Thickness of the outline." },
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{ "[DR_OUTLINE_ON]Color", "Color of the outline." }, {
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"[DR_OUTLINE_ON]Scale", "Controls a way of stretching the model uniformly. This is used rarely, " +
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"typically on symmetrical objects when the model can't have smooth normals."
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}, {
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"[DR_OUTLINE_ON]Smooth Normals", "Processes the mesh and creates a copy of it with smoothed normals " +
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"baked into a UV channel.\nPlease see our online documentation " +
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"(https://flatkit.dustyroom.com) for more details."
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}, {
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"[DR_OUTLINE_ON]Depth Offset", "Pushes the outline further from the camera. Use this if you are seeing " +
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"outlines intersecting the object."
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}, {
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"[DR_OUTLINE_ON]Space", "Whether the outline should be in Clip (aka Screen) or Local space. Different " +
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"objects require different space, so try both."
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}, {
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"Camera Distance Impact", "How much the distance between the object and the camera influences the " +
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"outline width. This is useful for making outlines thinner on distant objects."
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}, {
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"Enable Vertex Colors", "Uses mesh vertex color in object's appearance.\n" +
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"Vertex colors are colors that are stored in the mesh itself. They can be painted in 3D " +
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"modeling software like Blender or Maya. Vertex colors are usually used for additional " +
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"color layers."
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}, {
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"Light Color Contribution",
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"How much the color of the light (directional, point or spot) influences the color " +
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"of the object."
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}, {
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"Point / Spot Light Edge",
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"Sharpness of the transition between lit and unlit parts of the surface when using " +
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"point or spot lights."
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}, {
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"Override Light Direction",
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"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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},
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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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// Shadows.
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{
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"Mode", "Use this menu to let the current material receive shadows.\n" +
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"- 'Multiply' parameter multiplies black shadow over existing colors of shading;\n" +
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"- 'Color' parameter applies freely colored shadow over existing colors of shading."
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},
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{ "Power", "How opaque the received shadows are." },
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{ "[_UNITYSHADOWMODE_COLOR]Color", "Color of the received shadows." }, {
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"Sharpness",
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"How smooth or sharp the received shadows are. Values to the left mean 'sharper', values to the right are 'smoother'."
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}, {
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"Shadow Occlusion",
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"Mask received Unity shadows in areas where normals face away from the light. Useful to " +
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"remove shadows that 'go through' objects."
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},
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// Texture maps.
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{ "Albedo", "" }, {
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"Mix Into Shading",
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"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."
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},
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{ "Texture Impact", "How opaque or transparent the texture is." }, {
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"Blending Mode", "Select which blending mode to use for the texture:\n" +
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"-'Add' adds the texture to the existing colors of shading;\n" +
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"-'Multiply' multiplies the texture over the existing colors of shading;\n" +
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"-'Interpolate' (only Detail Map) blends the texture with the existing colors of shading."
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}, {
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"Detail Map",
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"A texture that is used to add small details to the surface. There is no principal difference " +
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"between this texture and the main one, except that it is usually smaller and has more details."
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},
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{ "Detail Color", "The color to be applied to the detail map." },
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{ "Detail Impact", "How visible the detail map is." },
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{ "Normal Map", "Also known as 'Bump Map'. This texture contains normals applied to the surface." }, {
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"Emission Map", "A texture representing the parts of the object that emit light. It is usually used for " +
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"glowing signs, screens, lights, etc."
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}, {
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"Emission Color",
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"The color of the emitted light. Note that this is an HDR value. When combined with Bloom " +
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"post-processing, it can be used to create a glowing effect."
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},
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{ "Base Alpha Cutoff", "Allows controlling which pixels to render based on the texture alpha values." }, {
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"Surface Type",
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"Whether the object is opaque or transparent. This defines the render queue of the material."
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},
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{ "Render Faces", "Whether to render the Front, Back or both faces of the mesh." },
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{ "Alpha Clipping", "Allows controlling which pixels to render based on the texture alpha values." },
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{ "Enable GPU Instancing", "GPU Instancing allows rendering many copies of the same mesh at once." },
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};
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}
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}
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