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LowPolyRPG/Assets/StixGames/GrassShader/Data/GrassShaderStrings.json
Caleb Sandford deQuincey 715fb68744 Initial commitment
2025-06-25 11:10:11 +01:00

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{"Items":[{"Key":"Grass._CullMode.Text","Value":"CullMode"},{"Key":"Grass._CullMode.Tooltip","Value":"Internal Value, should not be visible."},{"Key":"Grass._TargetDensity.Text","Value":"Target Density"},{"Key":"Grass._TargetDensity.Tooltip","Value":"The average distance at which blades of grass will be created, when no falloff is applied."},{"Key":"Grass._DensityFalloffStart.Text","Value":"Density Falloff Start"},{"Key":"Grass._DensityFalloffStart.Tooltip","Value":"The distance to the camera, where density falloff starts."},{"Key":"Grass._DensityFalloffScale.Text","Value":"Density Falloff Scale"},{"Key":"Grass._DensityFalloffScale.Tooltip","Value":"This linearily scales the falloff, so a value of 0.5 causes the grass to vanish half as fast."},{"Key":"Grass._DensityFalloffPower.Text","Value":"Density Falloff Power"},{"Key":"Grass._DensityFalloffPower.Tooltip","Value":"Changes the power at which grass vanishes. With a value of 2, the falloff at a distance of one meter is multiplied by 1 and the falloff at two meter is multiplied by 4. This can be used to create grass that is very dense close to the camera, but vanishes fast in the distance."},{"Key":"Grass._LODStart.Text","Value":"LOD Start"},{"Key":"Grass._LODStart.Tooltip","Value":"The distance from the camera at which the LOD will start to decrease. "},{"Key":"Grass._LODEnd.Text","Value":"LOD End"},{"Key":"Grass._LODEnd.Tooltip","Value":"The distance from the camera at which the LOD will be at the minimum."},{"Key":"Grass._LODMax.Text","Value":"LOD Max"},{"Key":"Grass._LODMax.Tooltip","Value":"Changes the maximum LOD."},{"Key":"Grass._GrassFadeStart.Text","Value":"Grass Fade Start"},{"Key":"Grass._GrassFadeStart.Tooltip","Value":"The distance from the camera at which grass will start to fade. "},{"Key":"Grass._GrassFadeEnd.Text","Value":"Grass Fade End"},{"Key":"Grass._GrassFadeEnd.Tooltip","Value":"The distance from the camera at which the grass will be completely faded out. "},{"Key":"Grass._Disorder.Text","Value":"Disorder"},{"Key":"Grass._Disorder.Tooltip","Value":"Changes the base disorder of the grass which is independent from wind. Lower values give you a very smooth field of grass, higher values a chaotic, natural look. "},{"Key":"Grass._GrassBottomColor.Text","Value":"Grass Bottom Color"},{"Key":"Grass._GrassBottomColor.Tooltip","Value":"Changes the grass color closer to the ground. This value is multiplied with the base color of the grass, so it can only darken the grass. Making the bottom of the grass darker than the top will result in a more three-dimensional look than uniform colors. "},{"Key":"Grass._BurnColor.Text","Value":"Burn Color"},{"Key":"Grass._BurnColor.Tooltip","Value":"The color grass will be multiplied with when being burned. Read the documentation about burn maps for more information."},{"Key":"Grass._BurnCutoff.Text","Value":"Burn Cutoff"},{"Key":"Grass._BurnCutoff.Tooltip","Value":"Defines at which amount of burning grass will completely vanish."},{"Key":"Grass._TextureCutoff.Text","Value":"Texture Cutoff"},{"Key":"Grass._TextureCutoff.Tooltip","Value":"Defines the alpha cutoff value for the grass textures, a higher value will cut off more of the texture. "},{"Key":"Grass._WindParams.Text","Value":"Wind WaveStrength(X), WaveSpeed(Y), RippleStrength(Z), RippleSpeed(W)"},{"Key":"Grass._WindParams.Tooltip","Value":"These options control the effect of wind on the grass. Look at the dokumentation for more information."},{"Key":"Grass._WindRotation.Text","Value":"Wind Rotation"},{"Key":"Grass._WindRotation.Tooltip","Value":"Changes the general direction in which the wind will blow."},{"Key":"Grass._ColorMap.Text","Value":"Color Texture (RGB), Height(A)"},{"Key":"Grass._ColorMap.Tooltip","Value":"This texture map modifies the color and height of the grass. Both will be multiplied with the base values set in the grass options."},{"Key":"Grass._Displacement.Text","Value":"Displacement Texture (RG)"},{"Key":"Grass._Displacement.Tooltip","Value":"This texture can be used for creating static effects, like crop circles, but could also be used for grass interaction. Using RenderTexture displacement is easier and more performant. Look at the documentation for more information."},{"Key":"Grass._Density.Text","Value":"Grass Density 1(R) 2(G) 3(B) 4(A)"},{"Key":"Grass._Density.Tooltip","Value":"This texture defines how dense the grass will be rendered. The R, G, B, and A channels represent grass types 1, 2, 3, and 4 respectively. You can use the grass painter to create this texture."},{"Key":"Grass._DensityValues.Text","Value":"Grass Density Values"},{"Key":"Grass._DensityValues.Tooltip","Value":"This sets the grass density uniformly, without any density differences over the whole mesh. The X, Y, Z, and W values represent grass types 1, 2, 3, and 4 respectively."},{"Key":"Grass._GrassTex00.Text","Value":"Grass Texture"},{"Key":"Grass._GrassTex00.Tooltip","Value":"The texture that will be used for this grass type. When the setting is enabled this could also be a texture atlas."},{"Key":"Grass._Color00.Text","Value":"Color"},{"Key":"Grass._Color00.Tooltip","Value":"The base color of each blade of grass. It will be randomly blended with the secondary color. "},{"Key":"Grass._SecColor00.Text","Value":"Secondary Color"},{"Key":"Grass._SecColor00.Tooltip","Value":"The secondary color of each blade of grass. It will be randomly blended with the base color. "},{"Key":"Grass._SpecColor00.Text","Value":"Specular Color"},{"Key":"Grass._SpecColor00.Tooltip","Value":"Sets the specular color, or color of the reflecting light, identical to the Unity Standard shader. "},{"Key":"Grass._Smoothness00.Text","Value":"Smoothness"},{"Key":"Grass._Smoothness00.Tooltip","Value":"Sets the smoothness of the grass type, identical to the Unity Standard shader. "},{"Key":"Grass._Subsurface00.Text","Value":"Subsurface Scattering"},{"Key":"Grass._Subsurface00.Tooltip","Value":"When using the randomized orientation grass mode, the grass reacts differently when being lit from the front and back (like real grass), so looking towards the sun makes grass look very dark. In real life this effect is not as strong, because the light passes through the grass, so the back side looks bright as well. The subsurface scattering setting simulates this effect. You can use it to simulate how much light is absorbed by the grass. "},{"Key":"Grass._Softness00.Text","Value":"Softness"},{"Key":"Grass._Softness00.Tooltip","Value":"Sets the softness of grass. Wind will have more effect on smooth types of grass. "},{"Key":"Grass._Width00.Text","Value":"Width"},{"Key":"Grass._Width00.Tooltip","Value":"The width of each blade of grass. "},{"Key":"Grass._MinHeight00.Text","Value":"Min Height"},{"Key":"Grass._MinHeight00.Tooltip","Value":"The minimum height of grass. "},{"Key":"Grass._MaxHeight00.Text","Value":"Max Height"},{"Key":"Grass._MaxHeight00.Tooltip","Value":"The maximum height of grass. "},{"Key":"Grass._TextureAtlasWidth00.Text","Value":"Texture Atlas Width"},{"Key":"Grass._TextureAtlasWidth00.Tooltip","Value":"The number of vertical cuts on the texture. "},{"Key":"Grass._TextureAtlasHeight00.Text","Value":"Texture Atlas Height"},{"Key":"Grass._TextureAtlasHeight00.Tooltip","Value":"The number of horizontal cuts on the texture. "},{"Key":"Grass._GrassTex01.Text","Value":"Grass Texture"},{"Key":"Grass._GrassTex01.Tooltip","Value":"The texture that will be used for this grass type. When the setting is enabled this could also be a texture atlas."},{"Key":"Grass._Color01.Text","Value":"Color"},{"Key":"Grass._Color01.Tooltip","Value":"The base color of each blade of grass. It will be randomly blended with the secondary color. "},{"Key":"Grass._SecColor01.Text","Value":"Secondary Color"},{"Key":"Grass._SecColor01.Tooltip","Value":"The secondary color of each blade of grass. It will be randomly blended with the base color. "},{"Key":"Grass._SpecColor01.Text","Value":"Specular Color"},{"Key":"Grass._SpecColor01.Tooltip","Value":"Sets the specular color, or color of the reflecting light, identical to the Unity Standard shader. "},{"Key":"Grass._Smoothness01.Text","Value":"Smoothness"},{"Key":"Grass._Smoothness01.Tooltip","Value":"Sets the smoothness of the grass type, identical to the Unity Standard shader. "},{"Key":"Grass._Subsurface01.Text","Value":"Subsurface Scattering"},{"Key":"Grass._Subsurface01.Tooltip","Value":"When using the randomized orientation grass mode, the grass reacts differently when being lit from the front and back (like real grass), so looking towards the sun makes grass look very dark. In real life this effect is not as strong, because the light passes through the grass, so the back side looks bright as well. The subsurface scattering setting simulates this effect. You can use it to simulate how much light is absorbed by the grass. "},{"Key":"Grass._Softness01.Text","Value":"Softness"},{"Key":"Grass._Softness01.Tooltip","Value":"Sets the softness of grass. Wind will have more effect on smooth types of grass. "},{"Key":"Grass._Width01.Text","Value":"Width"},{"Key":"Grass._Width01.Tooltip","Value":"The width of each blade of grass. "},{"Key":"Grass._MinHeight01.Text","Value":"Min Height"},{"Key":"Grass._MinHeight01.Tooltip","Value":"The minimum height of grass. "},{"Key":"Grass._MaxHeight01.Text","Value":"Max Height"},{"Key":"Grass._MaxHeight01.Tooltip","Value":"The maximum height of grass. "},{"Key":"Grass._TextureAtlasWidth01.Text","Value":"Texture Atlas Width"},{"Key":"Grass._TextureAtlasWidth01.Tooltip","Value":"The number of vertical cuts on the texture. "},{"Key":"Grass._TextureAtlasHeight01.Text","Value":"Texture Atlas Height"},{"Key":"Grass._TextureAtlasHeight01.Tooltip","Value":"The number of horizontal cuts on the texture. "},{"Key":"Grass._GrassTex02.Text","Value":"Grass Texture"},{"Key":"Grass._GrassTex02.Tooltip","Value":"The texture that will be used for this grass type. When the setting is enabled this could also be a texture atlas."},{"Key":"Grass._Color02.Text","Value":"Color"},{"Key":"Grass._Color02.Tooltip","Value":"The base color of each blade of grass. It will be randomly blended with the secondary color. "},{"Key":"Grass._SecColor02.Text","Value":"Secondary Color"},{"Key":"Grass._SecColor02.Tooltip","Value":"The secondary color of each blade of grass. It will be randomly blended with the base color. "},{"Key":"Grass._SpecColor02.Text","Value":"Specular Color"},{"Key":"Grass._SpecColor02.Tooltip","Value":"Sets the specular color, or color of the reflecting light, identical to the Unity Standard shader. "},{"Key":"Grass._Smoothness02.Text","Value":"Smoothness"},{"Key":"Grass._Smoothness02.Tooltip","Value":"Sets the smoothness of the grass type, identical to the Unity Standard shader. "},{"Key":"Grass._Subsurface02.Text","Value":"Subsurface Scattering"},{"Key":"Grass._Subsurface02.Tooltip","Value":"When using the randomized orientation grass mode, the grass reacts differently when being lit from the front and back (like real grass), so looking towards the sun makes grass look very dark. In real life this effect is not as strong, because the light passes through the grass, so the back side looks bright as well. The subsurface scattering setting simulates this effect. You can use it to simulate how much light is absorbed by the grass. "},{"Key":"Grass._Softness02.Text","Value":"Softness"},{"Key":"Grass._Softness02.Tooltip","Value":"Sets the softness of grass. Wind will have more effect on smooth types of grass. "},{"Key":"Grass._Width02.Text","Value":"Width"},{"Key":"Grass._Width02.Tooltip","Value":"The width of each blade of grass. "},{"Key":"Grass._MinHeight02.Text","Value":"Min Height"},{"Key":"Grass._MinHeight02.Tooltip","Value":"The minimum height of grass. "},{"Key":"Grass._MaxHeight02.Text","Value":"Max Height"},{"Key":"Grass._MaxHeight02.Tooltip","Value":"The maximum height of grass. "},{"Key":"Grass._TextureAtlasWidth02.Text","Value":"Texture Atlas Width"},{"Key":"Grass._TextureAtlasWidth02.Tooltip","Value":"The number of vertical cuts on the texture. "},{"Key":"Grass._TextureAtlasHeight02.Text","Value":"Texture Atlas Height"},{"Key":"Grass._TextureAtlasHeight02.Tooltip","Value":"The number of horizontal cuts on the texture. "},{"Key":"Grass._GrassTex03.Text","Value":"Grass Texture"},{"Key":"Grass._GrassTex03.Tooltip","Value":"The texture that will be used for this grass type. When the setting is enabled this could also be a texture atlas."},{"Key":"Grass._Color03.Text","Value":"Color"},{"Key":"Grass._Color03.Tooltip","Value":"The base color of each blade of grass. It will be randomly blended with the secondary color. "},{"Key":"Grass._SecColor03.Text","Value":"Secondary Color"},{"Key":"Grass._SecColor03.Tooltip","Value":"The secondary color of each blade of grass. It will be randomly blended with the base color. "},{"Key":"Grass._SpecColor03.Text","Value":"Specular Color"},{"Key":"Grass._SpecColor03.Tooltip","Value":"Sets the specular color, or color of the reflecting light, identical to the Unity Standard shader. "},{"Key":"Grass._Smoothness03.Text","Value":"Smoothness"},{"Key":"Grass._Smoothness03.Tooltip","Value":"Sets the smoothness of the grass type, identical to the Unity Standard shader. "},{"Key":"Grass._Subsurface03.Text","Value":"Subsurface Scattering"},{"Key":"Grass._Subsurface03.Tooltip","Value":"When using the randomized orientation grass mode, the grass reacts differently when being lit from the front and back (like real grass), so looking towards the sun makes grass look very dark. In real life this effect is not as strong, because the light passes through the grass, so the back side looks bright as well. The subsurface scattering setting simulates this effect. You can use it to simulate how much light is absorbed by the grass. "},{"Key":"Grass._Softness03.Text","Value":"Softness"},{"Key":"Grass._Softness03.Tooltip","Value":"Sets the softness of grass. Wind will have more effect on smooth types of grass. "},{"Key":"Grass._Width03.Text","Value":"Width"},{"Key":"Grass._Width03.Tooltip","Value":"The width of each blade of grass. "},{"Key":"Grass._MinHeight03.Text","Value":"Min Height"},{"Key":"Grass._MinHeight03.Tooltip","Value":"The minimum height of grass. "},{"Key":"Grass._MaxHeight03.Text","Value":"Max Height"},{"Key":"Grass._MaxHeight03.Tooltip","Value":"The maximum height of grass. "},{"Key":"Grass._TextureAtlasWidth03.Text","Value":"Texture Atlas Width"},{"Key":"Grass._TextureAtlasWidth03.Tooltip","Value":"The number of vertical cuts on the texture. "},{"Key":"Grass._TextureAtlasHeight03.Text","Value":"Texture Atlas Height"},{"Key":"Grass._TextureAtlasHeight03.Tooltip","Value":"The number of horizontal cuts on the texture."},{"Key":"Grass.GrassType.Label.Text","Value":"Grass Type"},{"Key":"Grass.GrassType.Label.Tooltip","Value":"Select the type of grass you want to render. This can be stylized simple grass, or up to 4 different textured types, each of which could have its own texture atlas."},{"Key":"Grass.GrassType.Simple.Text","Value":"Simple"},{"Key":"Grass.GrassType.Simple.Tooltip","Value":"Stylized, untextured grass"},{"Key":"Grass.GrassType.OneTex.Text","Value":"1 Texture"},{"Key":"Grass.GrassType.OneTex.Tooltip","Value":"One type of textured grass"},{"Key":"Grass.GrassType.TwoTex.Text","Value":"2 Texture"},{"Key":"Grass.GrassType.TwoTex.Tooltip","Value":"Two types of textured grass"},{"Key":"Grass.GrassType.ThreeTex.Text","Value":"3 Texture"},{"Key":"Grass.GrassType.ThreeTex.Tooltip","Value":"Three types of textured grass"},{"Key":"Grass.GrassType.FourTex.Text","Value":"4 Texture"},{"Key":"Grass.GrassType.FourTex.Tooltip","Value":"Four types of textured grass"},{"Key":"Grass.OpenGrassPainter.Text","Value":"Open Grass Painter"},{"Key":"Grass.OpenGrassPainter.Tooltip","Value":""},{"Key":"Grass.ShaderVariantsHeading.Text","Value":"Shader Variants"},{"Key":"Grass.ShaderVariantsHeading.Tooltip","Value":"Settings in this category change which shader variant will be compiled. They can drastically alter the behaviour of the shader. When a combination of settings is used for the first time, the shader will have to be recompiled."},{"Key":"Grass.GrassModesHeading.Text","Value":"Grass Modes"},{"Key":"Grass.GrassModesHeading.Tooltip","Value":""},{"Key":"Grass.DensityMode.Label.Text","Value":"Density mode"},{"Key":"Grass.DensityMode.Label.Tooltip","Value":"Selects how grass density will be handled."},{"Key":"Grass.DensityMode.Value.Text","Value":"Value Based Density"},{"Key":"Grass.DensityMode.Value.Tooltip","Value":"Grass density is based on a single value. It is the same on the whole area."},{"Key":"Grass.DensityMode.Vertex.Text","Value":"Vertex Density"},{"Key":"Grass.DensityMode.Vertex.Tooltip","Value":"Grass density is based on the vertex color. Great for procedural meshes, where small details are not needed."},{"Key":"Grass.DensityMode.Texture.Text","Value":"Texture Density"},{"Key":"Grass.DensityMode.Texture.Tooltip","Value":"Grass density is based on a density texture. You can create this texture with the Grass Painter tool. Use this mode if you want detailed density differences."},{"Key":"Grass.RandomGrass.Text","Value":"Randomize grass orientation"},{"Key":"Grass.RandomGrass.Tooltip","Value":"When enabled, blades of grass will be oriented in random directions, instead of looking at the camera. In deferred rendering mode, only randomized direction is available. Mandatory in deferred shading mode."},{"Key":"Grass.LightingHeading.Text","Value":"Grass Lighting"},{"Key":"Grass.LightingHeading.Tooltip","Value":"Settings that change how the shader reacts to light. Not available in deferred shading mode."},{"Key":"Grass.LightingMode.Label.Text","Value":"Lighting mode"},{"Key":"Grass.LightingMode.Label.Tooltip","Value":"Changes how grass reacts to light. This is only available for in forward rendering mode."},{"Key":"Grass.LightingMode.Unlit.Text","Value":"Unlit"},{"Key":"Grass.LightingMode.Unlit.Tooltip","Value":"The grass is unlit, it will not be affected by lights or shadows, only by it's own color settings. Use this to create a stylized effect, where you have the total control over the visuals of your scene. You could use the color texture of the shader to create hand crafted lighting effects."},{"Key":"Grass.LightingMode.Unshaded.Text","Value":"Unshaded"},{"Key":"Grass.LightingMode.Unshaded.Tooltip","Value":"The grass will not have specular lighting, but it will be affected by lights. Use this to create a stylized effect that still reacts to the scenes lighting."},{"Key":"Grass.LightingMode.InvertedSpecularPBR.Text","Value":"Inverted Specular PBR"},{"Key":"Grass.LightingMode.InvertedSpecularPBR.Tooltip","Value":"With physically based rendering, the specular highlights on grass are on the opposite side of the sun. This might be correct, but it doesn't necessarily fit your art style. Use this setting to create specular highlights in the direction of the sun."},{"Key":"Grass.LightingMode.DefaultPBR.Text","Value":"Default PBR"},{"Key":"Grass.LightingMode.DefaultPBR.Tooltip","Value":"The physically more acurate render mode, exactly how it would be rendered with the Standard Shader."},{"Key":"Grass.IgnoreSpecularGI.Text","Value":"Ignore specular global illumination"},{"Key":"Grass.IgnoreSpecularGI.Tooltip","Value":"The skybox or other objects may reflect in the grass, when the smoothness is high. If you just want specular highlights, without the reflection, use this option."},{"Key":"Grass.LODSmoothingHeading.Text","Value":"Level of Detail Interpolation"},{"Key":"Grass.LODSmoothingHeading.Tooltip","Value":"Different ways of smoothing between tessellation levels of the grass."},{"Key":"Grass.SmoothWidth.Text","Value":"Smooth Width"},{"Key":"Grass.SmoothWidth.Tooltip","Value":"New levels of detail will smooth in by increasing their width."},{"Key":"Grass.SmoothHeight.Text","Value":"Smooth Height"},{"Key":"Grass.SmoothHeight.Tooltip","Value":"New levels of detail will smooth in by increasing their height."},{"Key":"Grass.SmoothAlpha.Text","Value":"Smooth Alpha"},{"Key":"Grass.SmoothAlpha.Tooltip","Value":"New levels of detail will start transparent and smooth into visibility later. Only available for textured grass types."},{"Key":"Grass.ObjectWorldSpaceHeading.Text","Value":"Object / World Space Modes"},{"Key":"Grass.ObjectWorldSpaceHeading.Tooltip","Value":""},{"Key":"Grass.ObjectSpace.Text","Value":"Object space mode"},{"Key":"Grass.ObjectSpace.Tooltip","Value":"Grass will be created in the object space. When this setting is enabled, grass can be moved with the object, instead of causing flickering, when the object is moved.\nBecause of camera relative rendering, this setting is forced enabled in HDRP."},{"Key":"Grass.FollowSurfaceNormal.Text","Value":"Follow surface normals"},{"Key":"Grass.FollowSurfaceNormal.Tooltip","Value":"When this setting is enabled, grass will not grow upwards, but in the direction of the surface normal of the mesh. This way you could create spheres that are surrounded by grass, or similar effects."},{"Key":"Grass.OtherVariantsHeading.Text","Value":"Other Shader Variants"},{"Key":"Grass.OtherVariantsHeading.Tooltip","Value":""},{"Key":"Grass.ImproveViewingFromAbove.Text","Value":"Improve viewing from above"},{"Key":"Grass.ImproveViewingFromAbove.Tooltip","Value":"This setting makes grass easier visible when seen from above. It can however cause some visual problems in regular situations. Use this if your game is in a top down perspective."},{"Key":"Grass.GlobalWind.Text","Value":"Use global wind"},{"Key":"Grass.GlobalWind.Tooltip","Value":"Enable this setting if you want to use the default wind effect. If you want to use the displacement system to create changing weather, you should disable it."},{"Key":"Grass.TextureAtlas.Text","Value":"Use texture atlas"},{"Key":"Grass.TextureAtlas.Tooltip","Value":"When this setting is enabled, all grass types will use a texture atlas, for increased variation on the material. Only available for textured grass types."},{"Key":"Grass.ShaderSettingsHeading.Text","Value":"Shader Settings"},{"Key":"Grass.ShaderSettingsHeading.Tooltip","Value":"Settings that do not change the shader variant. No recompiling will be necessary."},{"Key":"Grass.PerformanceHeading.Text","Value":"Performance Settings"},{"Key":"Grass.PerformanceHeading.Tooltip","Value":"These settings have a strong influence on the performance of the shader"},{"Key":"Grass.VisualsHeading.Text","Value":"Visual Settings"},{"Key":"Grass.VisualsHeading.Tooltip","Value":""},{"Key":"Grass.WindSettingsHeading.Text","Value":"Wind Settings"},{"Key":"Grass.WindSettingsHeading.Tooltip","Value":""},{"Key":"Grass.BaseTexturesHeading.Text","Value":"Base Textures"},{"Key":"Grass.BaseTexturesHeading.Tooltip","Value":"Textures that influence the whole area, instead of single blades of grass."},{"Key":"Grass.GrassTypeNrHeading.Text","Value":"Grass Type Nr. {0}"},{"Key":"Grass.GrassTypeNrHeading.Tooltip","Value":""},{"Key":"Grass.HowToOpenGrassPainter.Text","Value":"To open the grass painter, select a scene object with a grass material, or go to Window > Stix Games > Grass Painter."},{"Key":"Grass.HowToOpenGrassPainter.Tooltip","Value":""},{"Key":"Grass.SurfaceNormalLighting.Text","Value":"Use surface normal for lighting"},{"Key":"Grass.SurfaceNormalLighting.Tooltip","Value":"When enabled, the grass material will use the floor meshes normal for lighting calculations, instead of calculating normal vectors for each blade of grass."},{"Key":"Grass._GrassFloorColor.Text","Value":"Grass Floor Color"},{"Key":"Grass._GrassFloorColor.Tooltip","Value":"The blades of grass will fade into this color at the bottom."},{"Key":"Grass._GrassFloorColorTexture.Text","Value":"Grass Floor Color Texture"},{"Key":"Grass._GrassFloorColorTexture.Tooltip","Value":"The blades of grass will fade into this color at their bottom."},{"Key":"Grass._DensityTexture.Text","Value":"Grass Density 1(R) 2(G) 3(B) 4(A)"},{"Key":"Grass._DensityTexture.Tooltip","Value":"This texture will define the density of each grass type"},{"Key":"Grass._AtlasOffset00.Text","Value":"Padding to prevent color leakage"},{"Key":"Grass._AtlasOffset00.Tooltip","Value":""},{"Key":"Grass._AtlasOffset01.Text","Value":"Padding to prevent color leakage"},{"Key":"Grass._AtlasOffset01.Tooltip","Value":""},{"Key":"Grass._AtlasOffset02.Text","Value":"Padding to prevent color leakage"},{"Key":"Grass._AtlasOffset02.Tooltip","Value":""},{"Key":"Grass._AtlasOffset03.Text","Value":"Padding to prevent color leakage"},{"Key":"Grass._AtlasOffset03.Tooltip","Value":""},{"Key":"Grass.LightingNormal.Label.Text","Value":"Lighting normal mode"},{"Key":"Grass.LightingNormal.Label.Tooltip","Value":"Changes which normal is used for lighting calculations."},{"Key":"Grass.LightingNormal.Regular.Text","Value":"Regular"},{"Key":"Grass.LightingNormal.Regular.Tooltip","Value":"Uses the billboards normal for all lighting calculations."},{"Key":"Grass.LightingNormal.Hybrid.Text","Value":"Hybrid"},{"Key":"Grass.LightingNormal.Hybrid.Tooltip","Value":"Uses the surface normal for diffuse lighting and the billboards normal for specular lighting."},{"Key":"Grass.LightingNormal.Surface.Text","Value":"Surface"},{"Key":"Grass.LightingNormal.Surface.Tooltip","Value":"Uses the surfaces normal for all lighting calculations."},{"Key":"Grass._Weight00.Text","Value":"Weight"},{"Key":"Grass._Weight00.Tooltip","Value":"Changes the weigth of the grass. The more weight, the more the tops of blades of grass will drop towards the floor."},{"Key":"Grass._Weight01.Text","Value":"Weight"},{"Key":"Grass._Weight01.Tooltip","Value":"Changes the weigth of the grass. The more weight, the more the tops of blades of grass will drop towards the floor."},{"Key":"Grass._Weight02.Text","Value":"Weight"},{"Key":"Grass._Weight02.Tooltip","Value":"Changes the weigth of the grass. The more weight, the more the tops of blades of grass will drop towards the floor."},{"Key":"Grass._Weight03.Text","Value":"Weight"},{"Key":"Grass._Weight03.Tooltip","Value":"Changes the weigth of the grass. The more weight, the more the tops of blades of grass will drop towards the floor."}]}