57 lines
1.9 KiB
C#
57 lines
1.9 KiB
C#
//
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// This file is part of the Tremble package by Tiny Goose.
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// Copyright (c) 2024-2026 TinyGoose Ltd., All Rights Reserved.
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//
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using System.IO;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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namespace TinyGoose.Tremble.Editor
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{
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[ManualPage("Materials/About")]
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public class MaterialsAboutPage : ManualPageBase
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{
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protected override void OnGUI()
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{
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Text(
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"Tremble uses a novel approach compared to other map import tools.",
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"Many map import tools will allow users to create their own Textures folder for use",
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"with TrenchBroom, and will try to create materials based on those on import."
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);
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Text(
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"This results in materials in your project which use the built-in 'Standard'",
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"(or URP/HDRP 'Lit') shader."
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);
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Text(
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"Tremble does NOT work in this way. Tremble takes your existing Unity materials,",
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"and generates a Textures folder for you with an accurate representation of each",
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"Unity material as a texture."
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);
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H1("Why?!");
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Text(
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"Well, we believe that users don't want to spend time curating textures for",
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"TrenchBroom when ultimately what they care about is the Material looking good",
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"in Unity (where your players will see it). It's the same reason Tremble does",
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"not support Quake®'s lightmapping tech. Your game will use Unity's lighting,",
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"so this is where you should apply your scene's lighting setup."
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);
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H1("But really, what benefits does it give me?");
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Bullet("Your materials and shaders appear exactly how you set them up in Unity, in your game!");
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Bullet(
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"You are not restricted to using Standard/Lit shaders for your map materials! You",
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"can use custom shaders/Shader Graphs, including Unlit, bumpmapped, or entirely HLSL-driven",
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"materials."
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);
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Bullet(
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"There's no need to worry about how TrenchBroom handles textures - Tremble",
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"keeps everything in sync automagically!"
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);
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}
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}
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} |