53 lines
3.9 KiB
C#
53 lines
3.9 KiB
C#
|
using System;
|
||
|
using System.Collections;
|
||
|
using System.Collections.Generic;
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace SLZ.SLZEditorTools
|
||
|
{
|
||
|
internal static class LitMASGui_Tooltips
|
||
|
{
|
||
|
public static ReadOnlySpan<char> BaseMap =>
|
||
|
"Base Color (RGB).\nThe color of the material. When the material is metallic, this also tints the reflections";
|
||
|
|
||
|
public static ReadOnlySpan<char> BaseColor =>
|
||
|
"Base color, tints the albedo map";
|
||
|
|
||
|
public static ReadOnlySpan<char> MASMap =>
|
||
|
"Metallic (R), Ambient Occlusion (G), Smoothness (B).\nThe metallic controls how reflective the surface is and how much the albedo tints reflections. " +
|
||
|
"Ambient occlusion is fake pre-baked shadows that darkens areas like crevices or creases which are likely to be shadowed by surface itself. " +
|
||
|
"Smoothness controls the sharpness of reflections, and for non-metallic surfaces the strength of reflections.";
|
||
|
|
||
|
public static ReadOnlySpan<char> NormalMap =>
|
||
|
"Unused (R), Normal Oct Y (G), Geometric Roughness (B), Normal Oct X (A).\nVector map that offsets the normal (direction the surface is facing) when calculating lighting. Used to add high-resolution detail to otherwise simple mesh geometry. " +
|
||
|
"Also contains roughness calculated from the normal variance for the mips in the blue channel. Assumes normals are encoded into hemi-octahedral format and stored in the G and A channels. " +
|
||
|
"The texture importer will by default automatically convert textures marked as normal maps to hemi-octahedral format and calculate geometric roughness";
|
||
|
|
||
|
public static ReadOnlySpan<char> EmissionMap =>
|
||
|
"Emission Color (RGB).\nControls the intensity and color of light being emitted by the material";
|
||
|
|
||
|
public static ReadOnlySpan<char> EmissionColor =>
|
||
|
"Tints the emission from the emission map. Additionally, the alpha channel controls " +
|
||
|
"how much the albedo map tints the emission. As the alpha goes to 0, the emission is increasingly tinted by the albedo";
|
||
|
|
||
|
public static ReadOnlySpan<char> EmissionFalloff =>
|
||
|
"Controls the strength of the emission fresenel. This is an effect where the strength of the emission decreases as the surface points farther away from the camera.";
|
||
|
|
||
|
public static ReadOnlySpan<char> EmissionBakedMultiplier =>
|
||
|
"Artificially increases the strength of the emission when baking lights. WARNING: this will make specular lighting too " +
|
||
|
"dark for other shaders that don't guestimate the specular from diffuse light probes. Shaders that do not use Bonelab's " +
|
||
|
"custom lighting model will most likely only get specular lighting from reflection probes, and this " +
|
||
|
"multiplier does not effect the brightness of this material as seen by reflection probes.";
|
||
|
|
||
|
public static ReadOnlySpan<char> DetailMap =>
|
||
|
"Overlay Brighten/Darken (R), Normal X (G), Geometric Roughness (B), Normal Y (A).\nRed channel brightens or darkens the material, with 0.5 being neutral. " +
|
||
|
"The rest of the channels are exactly like the normal map, and are blended with the normal map to allow having two different scales of normal details";
|
||
|
|
||
|
public static ReadOnlySpan<char> Surface =>
|
||
|
"How the material is blended with the background. Opaque does what you'd expect and does not blend with what's behind it. Transparent is physically transparent, ie " +
|
||
|
"only the diffuse lighting component is alpha blended with the background. Specular reflections off the surface are unaffected by alpha and are added " +
|
||
|
"to the background. Thus you can still see reflections off a 0 alpha transparent object. Addtionally, as the metallic goes to 1, the material becomes opaque. Fade is " +
|
||
|
"simple alpha blending; as the alpha goes to 0 the material fully disappears";
|
||
|
}
|
||
|
}
|