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Bliss-Shader/shaders/lang/en_us.lang
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option.SHADER_VERSION_LABEL = Bliss Unstable
# if you're here to translate, this is a joke, these don't do what they say
profile.QUALITY=Quality
profile.PERFORMANCE=Performance
screen.Misc_Settings = §cDebugging§r/Experimental Settings
screen.Sun_and_Moon_Colors = Sun/Moon Colors
option.sunPathRotation = Sun Angle
suffix.sunPathRotation = °
option.sun_illuminance = Sun Brightness
option.moon_illuminance = Moon Brightness
option.MOONPHASE_BASED_MOONLIGHT = Moonphase based brightness levels
option.LIGHTLEAKFIX_MODE = "lightleak fix" mode
value.LIGHTLEAKFIX_MODE.0 = none. §csunlight will leak through walls§r
value.LIGHTLEAKFIX_MODE.1 = gap fill/zoom. §cmakes shadows blocky§r
value.LIGHTLEAKFIX_MODE.2 = use sky lightmap levels. §cno sunlight will shine in low lightmap levels§r
option.colortype = coloring mode
value.colortype.1 = RGB color (above)
option.sunColorR = Sun Color: Red
option.sunColorG = Sun Color: Green
option.sunColorB = Sun Color: Blue
option.moonColorR = Moon Color: Red
option.moonColorG = Moon Color: Green
option.moonColorB = Moon Color: Blue
value.colortype.2 = Kelvin temperature (below)
option.Sun_temp = Sun temperature
suffix.Sun_temp = K
option.Moon_temp = moon temperature
suffix.Moon_temp = K
screen.Mod_support = Settings For Supported Mods
option.RESOURCEPACK_SKY = Resource Pack Sky - §cWARNING:§r read the description!
value.RESOURCEPACK_SKY.0 = Do not use
value.RESOURCEPACK_SKY.1 = Sky + Shader sun/moon
value.RESOURCEPACK_SKY.2 = Full sky
value.RESOURCEPACK_SKY.3 = Shader Sky + RP sun/moon
screen.Waving_Stuff = Waving Stuff
option.WAVY_PLANTS = Waving Plants
option.WAVY_STRENGTH = Waving Strength
option.WAVY_SPEED = Waving Speed
screen.Direct_Light = Direct Light
screen.Shadows = Shadows
option.TRANSLUCENT_COLORED_SHADOWS = Colored Shadows
option.SCREENSPACE_CONTACT_SHADOWS = Screen-space Shadows
option.RENDER_ENTITY_SHADOWS = Shadows for Entities
option.RENDER_PLAYER_SHADOWS = Shadows for the Player
option.shadowMapResolution = Shadow Resolution
option.shadowDistance = Shadow Distance
value.shadowDistance.32.0 = 2 Chunks
value.shadowDistance.48.0 = 3 Chunks
value.shadowDistance.64.0 = 4 Chunks
value.shadowDistance.80.0 = 5 Chunks
value.shadowDistance.96.0 = 6 Chunks
value.shadowDistance.112.0 = 7 Chunks
value.shadowDistance.128.0 = 8 Chunks
value.shadowDistance.144.0 = 9 Chunks
value.shadowDistance.160.0 = 10 Chunks
value.shadowDistance.176.0 = 11 Chunks
value.shadowDistance.192.0 = 12 Chunks
value.shadowDistance.208.0 = 13 Chunks
value.shadowDistance.224.0 = 14 Chunks
value.shadowDistance.240.0 = 15 Chunks
value.shadowDistance.256.0 = 16 Chunks
value.shadowDistance.272.0 = 17 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.288.0 = 18 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.304.0 = 19 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.320.0 = 20 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.336.0 = 21 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.352.0 = 22 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.368.0 = 23 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.384.0 = 24 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.512.0 = 32 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.768.0 = 48 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.1024.0 = 64 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.1536.0 = 96 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.2048.0 = 128 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.4096.0 = 256 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.8192.0 = 512 Chunks §cNOT RECOMMENDED§r
option.entityShadowDistanceMul = Entity Shadow Distance
value.entityShadowDistanceMul.0.01 = 1% of Shadow Distance
value.entityShadowDistanceMul.0.02 = 2% of Shadow Distance
value.entityShadowDistanceMul.0.03 = 3% of Shadow Distance
value.entityShadowDistanceMul.0.04 = 4% of Shadow Distance
value.entityShadowDistanceMul.0.05 = 5% of Shadow Distance
value.entityShadowDistanceMul.0.10 = 10% of Shadow Distance
value.entityShadowDistanceMul.0.15 = 15% of Shadow Distance
value.entityShadowDistanceMul.0.20 = 20% of Shadow Distance
value.entityShadowDistanceMul.0.25 = 25% of Shadow Distance
value.entityShadowDistanceMul.0.30 = 30% of Shadow Distance
value.entityShadowDistanceMul.0.35 = 35% of Shadow Distance
value.entityShadowDistanceMul.0.40 = 40% of Shadow Distance
value.entityShadowDistanceMul.0.45 = 45% of Shadow Distance
value.entityShadowDistanceMul.0.50 = 50% of Shadow Distance
value.entityShadowDistanceMul.0.75 = 75% of Shadow Distance
value.entityShadowDistanceMul.1.00 = 100% of Shadow Distance
screen.Filtering = Shadow Filtering Settings
option.SHADOW_FILTER_SAMPLE_COUNT = Basic Shadow Filter Samples
option.Min_Shadow_Filter_Radius = Minimum Shadow filter Radius
option.Variable_Penumbra_Shadows = Variable Penumbra Shadows
option.VPS_Search_Samples = VPS Filter Samples
option.Max_Shadow_Filter_Radius = Maximum Shadow Filter Radius
option.Max_Filter_Depth = Sun Size Factor
screen.LPV = FloodFill - §cIRIS REQUIRED§r
option.LPV_ENABLED = Enabled
option.LPV_SIZE = Size
value.LPV_SIZE.6 = Small [64]
value.LPV_SIZE.7 = Medium [128]
value.LPV_SIZE.8 = Large [256]
option.LPV_SATURATION = Light Saturation
suffix.LPV_SATURATION=%
option.LPV_TINT_SATURATION = Tint Saturation
suffix.LPV_TINT_SATURATION=%
option.LPV_NORMAL_STRENGTH = Normal Strength
suffix.LPV_NORMAL_STRENGTH = %
value.LPV_NORMAL_STRENGTH.0 = OFF
option.LPV_ENTITY_LIGHTS = Entity Lights
option.LPV_REDSTONE_LIGHTS = Redstone Lights
option.LPV_COLORED_CANDLES = Colored Candles
option.LPV_NOSHADOW_HACK = Iris <= 1.7.0 Fix
option.LPV_VL_FOG_ILLUMINATION = Fog Light Propagation
option.LPV_VL_FOG_ILLUMINATION_BRIGHTNESS = Fog Light Propagation Brightness
suffix.LPV_VL_FOG_ILLUMINATION_BRIGHTNESS=%
screen.Ambient_light = Ambient Light
option.AO_Strength = AO Multiplier
option.GI_Strength = GI Multiplier
option.HQ_SSGI = Long Range Marching (SSRT)
option.UseQuarterResDepth = sample 1/4 resolution depth (SSRT)
option.Hand_Held_lights = Hand Held Light
option.SKY_CONTRIBUTION_IN_SSRT = High Quality Ambient Light (SSRT)
option.ambientOcclusionLevel = Vanilla AO Amount
option.ambient_brightness = Ambient Light Brightness
option.MIN_LIGHT_AMOUNT = Minimum Light Brightness
option.indirect_effect = Indirect Lighting
value.indirect_effect.VANILLA_AO = Vanilla AO
value.indirect_effect.SSAO_FILTERED = SSAO
value.indirect_effect.SSAO_HQ = HQ SSAO
value.indirect_effect.GTAO = GTAO
value.indirect_effect.SSRT_AO = SSRT (AO only) - §cLOTS OF VISUAL NOISE§r
value.indirect_effect.SSRT_AO_GI = SSRT (AO + GI) - §cLOTS OF VISUAL NOISE§r
screen.Ambient_Colors = Ambient Light Color
option.AmbientLight_R = Red Amount
option.AmbientLight_G = Green Amount
option.AmbientLight_B = Blue Amount
option.ambient_colortype = Coloring Type
value.ambient_colortype.0 = Temperature
value.ambient_colortype.1 = RGB
screen.Torch_Colors = Torch Color
option.TORCH_AMOUNT = Torch Light Multiplier
option.TORCH_R = Red Amount
option.TORCH_G = Green Amount
option.TORCH_B = Blue Amount
screen.Fog = Fog Settings
option.VL_RENDERING_RESOLUTION_SCALE = Volumetrics Render Scale
suffix.VL_RENDERING_RESOLUTION_SCALE = x
option.VL_SAMPLES = Fog Samples
option.BLOOMY_FOG = Bloomy Fog Multiplier
option.Haze_amount = Atmospheric Haze Density
option.RainFog_amount = Rain Fog Multiplier
option.BorderFog = Chunk Border Fog
screen.TOD_fog = Time Of Day Fog
option.TOD_FOG_AMOUNT = Fog Amount
value.TOD_FOG_AMOUNT.0 = NONE
suffix.TOD_FOG_AMOUNT = %
option.Morning_Uniform_Fog = Morning Fog Density
option.Noon_Uniform_Fog = Noon Fog Density
option.Evening_Uniform_Fog = Evening Fog Density
option.Night_Uniform_Fog = Night Fog Density
option.Morning_Cloudy_Fog = Morning Cloudy Fog Density
option.Noon_Cloudy_Fog = Noon Cloudy Fog Density
option.Evening_Cloudy_Fog = Evening Cloudy Fog Density
option.Night_Cloudy_Fog = Night Cloudy Fog Density
screen.BIOME_EFFECTS = Biome Effects
screen.Cave_Fog = Cave Fog
option.Cave_Fog = Cave Fog
option.CaveFogFallOff = Fog Falloff
option.CaveFogColor_R = Fog R
option.CaveFogColor_G = Fog G
option.CaveFogColor_B = Fog B
screen.END_AND_NETHER_FOG = Nether/End Fog
option.END_STORM_DENSTIY = End Storm Density
option.NETHER_PLUME_DENSITY = Nether Smoke Density
screen.Clouds = Cloud Settings
option.SMALL_CUMULUS_LABEL = Small Cumulus Layer
option.LARGE_CUMULUS_LABEL = Large Cumulus Layer
option.ALTOSTRATUS_LABEL = Altostratus Layer
value.SMALL_CUMULUS_LABEL.0 = §f↓
value.LARGE_CUMULUS_LABEL.0 = §f↓
value.ALTOSTRATUS_LABEL.0 = §f↓
option.CLOUD_SHADOW_AMOUNT = Cloud Shadow Visibilty
value.CLOUD_SHADOW_AMOUNT.0 = OFF
suffix.CLOUD_SHADOW_AMOUNT = %
option.Cloud_Speed = Cloud Speed Multiplier
option.CloudLayer0 = Small Cumulus Clouds
option.CloudLayer1 = Large Cumulus Clouds
option.CloudLayer2 = Altostratus Clouds
screen.CloudLayer0_config = Small Cumulus Config §cTEMPORARY SUBMENU§r
screen.CloudLayer1_config = Large Cumulus Config §cTEMPORARY SUBMENU§r
screen.CloudLayer2_config = Altostratus Config §cTEMPORARY SUBMENU§r
option.CloudLayer0_height = Altitude
option.CloudLayer0_scale = Scale
option.CloudLayer0_tallness = Tallness
option.CloudLayer1_height = Altitude
option.CloudLayer1_scale = Scale
option.CloudLayer1_tallness = Tallness
option.CloudLayer2_height = Altitude
option.CloudLayer2_scale = Scale
option.CloudLayer2_tallness = Tallness
screen.DAILY_WEATHER = Daily Weather Presets
option.USE_CUSTOM_DAILY_WEATHER_PROFILE = Daily Weather Mode
value.USE_CUSTOM_DAILY_WEATHER_PROFILE.0 = Hardcoded
value.USE_CUSTOM_DAILY_WEATHER_PROFILE.1 =§f↓§r Only Use Preset 1 §f↓§r
value.USE_CUSTOM_DAILY_WEATHER_PROFILE.2 =§f↓§r Use Presets 1 to 2 §f↓§r
value.USE_CUSTOM_DAILY_WEATHER_PROFILE.3 =§f↓§r Use Presets 1 to 3 §f↓§r
value.USE_CUSTOM_DAILY_WEATHER_PROFILE.4 =§f↓§r Use Presets 1 to 4 §f↓§r
value.USE_CUSTOM_DAILY_WEATHER_PROFILE.5 =§f↓§r Use Presets 1 to 5 §f↓§r
value.USE_CUSTOM_DAILY_WEATHER_PROFILE.6 =§f↓§r Use Presets 1 to 6 §f↓§r
screen.DAILY_WEATHER_PROFILE_1 = Preset 1
screen.DAILY_WEATHER_PROFILE_2 = Preset 2
screen.DAILY_WEATHER_PROFILE_3 = Preset 3
screen.DAILY_WEATHER_PROFILE_4 = Preset 4
screen.DAILY_WEATHER_PROFILE_5 = Preset 5
screen.DAILY_WEATHER_PROFILE_6 = Preset 6
screen.RAINY_WEATHER = Rainy Weather Presets
option.USE_CUSTOM_DAILY_RAIN_PROFILE = Rainy Weather Mode
value.USE_CUSTOM_DAILY_RAIN_PROFILE.0 = Hardcoded
value.USE_CUSTOM_DAILY_RAIN_PROFILE.1 =§f↓§r Only Use Preset 1 §f↓§r
value.USE_CUSTOM_DAILY_RAIN_PROFILE.2 =§f↓§r Use Presets 1 to 2 §f↓§r
value.USE_CUSTOM_DAILY_RAIN_PROFILE.3 =§f↓§r Use Presets 1 to 3 §f↓§r
value.USE_CUSTOM_DAILY_RAIN_PROFILE.4 =§f↓§r Use Presets 1 to 4 §f↓§r
value.USE_CUSTOM_DAILY_RAIN_PROFILE.5 =§f↓§r Use Presets 1 to 5 §f↓§r
value.USE_CUSTOM_DAILY_RAIN_PROFILE.6 =§f↓§r Use Presets 1 to 6 §f↓§r
screen.RAINY_WEATHER_PROFILE_1 = Preset 1
screen.RAINY_WEATHER_PROFILE_2 = Preset 2
screen.RAINY_WEATHER_PROFILE_3 = Preset 3
screen.RAINY_WEATHER_PROFILE_4 = Preset 4
screen.RAINY_WEATHER_PROFILE_5 = Preset 5
screen.RAINY_WEATHER_PROFILE_6 = Preset 6
option.DAILY_PROFILE_1_LAYER0_COVERAGE = Coverage
option.DAILY_PROFILE_1_LAYER0_DENSITY = Density
option.DAILY_PROFILE_1_LAYER1_COVERAGE = Coverage
option.DAILY_PROFILE_1_LAYER1_DENSITY = Density
option.DAILY_PROFILE_1_LAYER2_COVERAGE = Coverage
option.DAILY_PROFILE_1_LAYER2_DENSITY = Density
option.DAILY_PROFILE_2_LAYER0_COVERAGE = Coverage
option.DAILY_PROFILE_2_LAYER0_DENSITY = Density
option.DAILY_PROFILE_2_LAYER1_COVERAGE = Coverage
option.DAILY_PROFILE_2_LAYER1_DENSITY = Density
option.DAILY_PROFILE_2_LAYER2_COVERAGE = Coverage
option.DAILY_PROFILE_2_LAYER2_DENSITY = Density
option.DAILY_PROFILE_3_LAYER0_COVERAGE = Coverage
option.DAILY_PROFILE_3_LAYER0_DENSITY = Density
option.DAILY_PROFILE_3_LAYER1_COVERAGE = Coverage
option.DAILY_PROFILE_3_LAYER1_DENSITY = Density
option.DAILY_PROFILE_3_LAYER2_COVERAGE = Coverage
option.DAILY_PROFILE_3_LAYER2_DENSITY = Density
option.DAILY_PROFILE_4_LAYER0_COVERAGE = Coverage
option.DAILY_PROFILE_4_LAYER0_DENSITY = Density
option.DAILY_PROFILE_4_LAYER1_COVERAGE = Coverage
option.DAILY_PROFILE_4_LAYER1_DENSITY = Density
option.DAILY_PROFILE_4_LAYER2_COVERAGE = Coverage
option.DAILY_PROFILE_4_LAYER2_DENSITY = Density
option.DAILY_PROFILE_5_LAYER0_COVERAGE = Coverage
option.DAILY_PROFILE_5_LAYER0_DENSITY = Density
option.DAILY_PROFILE_5_LAYER1_COVERAGE = Coverage
option.DAILY_PROFILE_5_LAYER1_DENSITY = Density
option.DAILY_PROFILE_5_LAYER2_COVERAGE = Coverage
option.DAILY_PROFILE_5_LAYER2_DENSITY = Density
option.DAILY_PROFILE_6_LAYER0_COVERAGE = Coverage
option.DAILY_PROFILE_6_LAYER0_DENSITY = Density
option.DAILY_PROFILE_6_LAYER1_COVERAGE = Coverage
option.DAILY_PROFILE_6_LAYER1_DENSITY = Density
option.DAILY_PROFILE_6_LAYER2_COVERAGE = Coverage
option.DAILY_PROFILE_6_LAYER2_DENSITY = Density
option.RAINY_PROFILE_1_LAYER0_COVERAGE = Coverage
option.RAINY_PROFILE_1_LAYER0_DENSITY = Density
option.RAINY_PROFILE_1_LAYER1_COVERAGE = Coverage
option.RAINY_PROFILE_1_LAYER1_DENSITY = Density
option.RAINY_PROFILE_1_LAYER2_COVERAGE = Coverage
option.RAINY_PROFILE_1_LAYER2_DENSITY = Density
option.RAINY_PROFILE_2_LAYER0_COVERAGE = Coverage
option.RAINY_PROFILE_2_LAYER0_DENSITY = Density
option.RAINY_PROFILE_2_LAYER1_COVERAGE = Coverage
option.RAINY_PROFILE_2_LAYER1_DENSITY = Density
option.RAINY_PROFILE_2_LAYER2_COVERAGE = Coverage
option.RAINY_PROFILE_2_LAYER2_DENSITY = Density
option.RAINY_PROFILE_3_LAYER0_COVERAGE = Coverage
option.RAINY_PROFILE_3_LAYER0_DENSITY = Density
option.RAINY_PROFILE_3_LAYER1_COVERAGE = Coverage
option.RAINY_PROFILE_3_LAYER1_DENSITY = Density
option.RAINY_PROFILE_3_LAYER2_COVERAGE = Coverage
option.RAINY_PROFILE_3_LAYER2_DENSITY = Density
option.RAINY_PROFILE_4_LAYER0_COVERAGE = Coverage
option.RAINY_PROFILE_4_LAYER0_DENSITY = Density
option.RAINY_PROFILE_4_LAYER1_COVERAGE = Coverage
option.RAINY_PROFILE_4_LAYER1_DENSITY = Density
option.RAINY_PROFILE_4_LAYER2_COVERAGE = Coverage
option.RAINY_PROFILE_4_LAYER2_DENSITY = Density
option.RAINY_PROFILE_5_LAYER0_COVERAGE = Coverage
option.RAINY_PROFILE_5_LAYER0_DENSITY = Density
option.RAINY_PROFILE_5_LAYER1_COVERAGE = Coverage
option.RAINY_PROFILE_5_LAYER1_DENSITY = Density
option.RAINY_PROFILE_5_LAYER2_COVERAGE = Coverage
option.RAINY_PROFILE_5_LAYER2_DENSITY = Density
option.RAINY_PROFILE_6_LAYER0_COVERAGE = Coverage
option.RAINY_PROFILE_6_LAYER0_DENSITY = Density
option.RAINY_PROFILE_6_LAYER1_COVERAGE = Coverage
option.RAINY_PROFILE_6_LAYER1_DENSITY = Density
option.RAINY_PROFILE_6_LAYER2_COVERAGE = Coverage
option.RAINY_PROFILE_6_LAYER2_DENSITY = Density
option.USE_CUSTOM_HOT_BIOME_RAIN_PROFILE = Hot Biome Rainy Weather Mode
value.USE_CUSTOM_HOT_BIOME_RAIN_PROFILE.-1 = OFF
value.USE_CUSTOM_HOT_BIOME_RAIN_PROFILE.0 = Hardcoded
value.USE_CUSTOM_HOT_BIOME_RAIN_PROFILE.1 = §f↓§r Only Use Preset 1 §f↓§r
value.USE_CUSTOM_HOT_BIOME_RAIN_PROFILE.2 = §f↓§r Use Presets 1 to 2 §f↓§r
value.USE_CUSTOM_HOT_BIOME_RAIN_PROFILE.3 = §f↓§r Use Presets 1 to 3 §f↓§r
screen.HOT_BIOME_RAINY_WEATHER_PROFILE_1 = Preset 1
screen.HOT_BIOME_RAINY_WEATHER_PROFILE_2 = Preset 2
screen.HOT_BIOME_RAINY_WEATHER_PROFILE_3 = Preset 3
option.USE_CUSTOM_COLD_BIOME_RAIN_PROFILE = Cold Biome Rainy Weather Mode
value.USE_CUSTOM_COLD_BIOME_RAIN_PROFILE.-1 = OFF
value.USE_CUSTOM_COLD_BIOME_RAIN_PROFILE.0 = Hardcoded
value.USE_CUSTOM_COLD_BIOME_RAIN_PROFILE.1 = §f↓§r Only Use Preset 1 §f↓§r
value.USE_CUSTOM_COLD_BIOME_RAIN_PROFILE.2 = §f↓§r Use Presets 1 to 2 §f↓§r
value.USE_CUSTOM_COLD_BIOME_RAIN_PROFILE.3 = §f↓§r Use Presets 1 to 3 §f↓§r
screen.COLD_BIOME_RAINY_WEATHER_PROFILE_1 = Preset 1
screen.COLD_BIOME_RAINY_WEATHER_PROFILE_2 = Preset 2
screen.COLD_BIOME_RAINY_WEATHER_PROFILE_3 = Preset 3
option.HOT_BIOME_RAINY_PROFILE_1_UNIFORM_FOG_DENSITY = Uniform Fog Density
option.HOT_BIOME_RAINY_PROFILE_1_CLUMPY_FOG_DENSITY = Clumpy Fog Density
option.HOT_BIOME_RAINY_PROFILE_1_FOG_COLOR_R = Fog Color Red
option.HOT_BIOME_RAINY_PROFILE_1_FOG_COLOR_G = Fog Color Green
option.HOT_BIOME_RAINY_PROFILE_1_FOG_COLOR_B = Fog Color Blue
option.HOT_BIOME_RAINY_PROFILE_2_UNIFORM_FOG_DENSITY = Uniform Fog Density
option.HOT_BIOME_RAINY_PROFILE_2_CLUMPY_FOG_DENSITY = Clumpy Fog Density
option.HOT_BIOME_RAINY_PROFILE_2_FOG_COLOR_R = Fog Color Red
option.HOT_BIOME_RAINY_PROFILE_2_FOG_COLOR_G = Fog Color Green
option.HOT_BIOME_RAINY_PROFILE_2_FOG_COLOR_B = Fog Color Blue
option.HOT_BIOME_RAINY_PROFILE_3_UNIFORM_FOG_DENSITY = Uniform Fog Density
option.HOT_BIOME_RAINY_PROFILE_3_CLUMPY_FOG_DENSITY = Clumpy Fog Density
option.HOT_BIOME_RAINY_PROFILE_3_FOG_COLOR_R = Fog Color Red
option.HOT_BIOME_RAINY_PROFILE_3_FOG_COLOR_G = Fog Color Green
option.HOT_BIOME_RAINY_PROFILE_3_FOG_COLOR_B = Fog Color Blue
option.COLD_BIOME_RAINY_PROFILE_1_UNIFORM_FOG_DENSITY = Uniform Fog Density
option.COLD_BIOME_RAINY_PROFILE_1_CLUMPY_FOG_DENSITY = Clumpy Fog Density
option.COLD_BIOME_RAINY_PROFILE_1_FOG_COLOR_R = Fog Color Red
option.COLD_BIOME_RAINY_PROFILE_1_FOG_COLOR_G = Fog Color Green
option.COLD_BIOME_RAINY_PROFILE_1_FOG_COLOR_B = Fog Color Blue
option.COLD_BIOME_RAINY_PROFILE_2_UNIFORM_FOG_DENSITY = Uniform Fog Density
option.COLD_BIOME_RAINY_PROFILE_2_CLUMPY_FOG_DENSITY = Clumpy Fog Density
option.COLD_BIOME_RAINY_PROFILE_2_FOG_COLOR_R = Fog Color Red
option.COLD_BIOME_RAINY_PROFILE_2_FOG_COLOR_G = Fog Color Green
option.COLD_BIOME_RAINY_PROFILE_2_FOG_COLOR_B = Fog Color Blue
option.COLD_BIOME_RAINY_PROFILE_3_UNIFORM_FOG_DENSITY = Uniform Fog Density
option.COLD_BIOME_RAINY_PROFILE_3_CLUMPY_FOG_DENSITY = Clumpy Fog Density
option.COLD_BIOME_RAINY_PROFILE_3_FOG_COLOR_R = Fog Color Red
option.COLD_BIOME_RAINY_PROFILE_3_FOG_COLOR_G = Fog Color Green
option.COLD_BIOME_RAINY_PROFILE_3_FOG_COLOR_B = Fog Color Blue
option.USE_CUSTOM_SWAMP_CATEGORY_PROFILE = Swamp Biome Mode
value.USE_CUSTOM_SWAMP_CATEGORY_PROFILE.-1 = OFF
value.USE_CUSTOM_SWAMP_CATEGORY_PROFILE.0 = Hardcoded
value.USE_CUSTOM_SWAMP_CATEGORY_PROFILE.1 = §f↓§r Use Custom Preset §f↓§r
screen.CUSTOM_SWAMP_CATEGORY_PROFILE_1 = Custom Preset
option.USE_CUSTOM_JUNGLE_CATEGORY_PROFILE = Jungle Biome Mode
value.USE_CUSTOM_JUNGLE_CATEGORY_PROFILE.-1 = OFF
value.USE_CUSTOM_JUNGLE_CATEGORY_PROFILE.0 = Hardcoded
value.USE_CUSTOM_JUNGLE_CATEGORY_PROFILE.1 = §f↓§r Use Custom Preset §f↓§r
screen.CUSTOM_JUNGLE_CATEGORY_PROFILE_1 = Custom Preset
option.CUSTOM_SWAMP_PROFILE_1_UNIFORM_FOG_DENSITY = Uniform Fog Density
option.CUSTOM_SWAMP_PROFILE_1_CLUMPY_FOG_DENSITY = Clumpy Fog Density
option.CUSTOM_SWAMP_PROFILE_1_FOG_COLOR_R = Fog Color Red
option.CUSTOM_SWAMP_PROFILE_1_FOG_COLOR_G = Fog Color Green
option.CUSTOM_SWAMP_PROFILE_1_FOG_COLOR_B = Fog Color Blue
option.CUSTOM_JUNGLE_PROFILE_1_UNIFORM_FOG_DENSITY = Uniform Fog Density
option.CUSTOM_JUNGLE_PROFILE_1_CLUMPY_FOG_DENSITY = Clumpy Fog Density
option.CUSTOM_JUNGLE_PROFILE_1_FOG_COLOR_R = Fog Color Red
option.CUSTOM_JUNGLE_PROFILE_1_FOG_COLOR_G = Fog Color Green
option.CUSTOM_JUNGLE_PROFILE_1_FOG_COLOR_B = Fog Color Blue
screen.Climate = Climate Settings
option.Seasons = Seasonal Colors
option.Season_Length = Season Length (In Days)
option.Start_Season = Starting Season
value.Start_Season.0 = Summer (Default)
value.Start_Season.1 = Fall
value.Start_Season.2 = Winter
value.Start_Season.3 = Spring
option.Snowy_Winter = Snow During Winter
screen.Summer_colors = Summer Colors
option.Summer_R = Red Amount
option.Summer_G = Green Amount
option.Summer_B = Blue Amount
option.Summer_Leaf_R = Red Amount (for leaves)
option.Summer_Leaf_G = Green Amount (for leaves)
option.Summer_Leaf_B = Blue Amount (for leaves)
screen.Fall_colors = Fall Colors
option.Fall_R = Red Amount
option.Fall_G = Green Amount
option.Fall_B = Blue Amount
option.Fall_Leaf_R = Red Amount (for leaves)
option.Fall_Leaf_G = Green Amount (for leaves)
option.Fall_Leaf_B = Blue Amount (for leaves)
screen.Winter_colors = Winter Colors
option.Winter_R = Red Amount
option.Winter_G = Green Amount
option.Winter_B = Blue Amount
option.Winter_Leaf_R = Red Amount (for leaves)
option.Winter_Leaf_G = Green Amount (for leaves)
option.Winter_Leaf_B = Blue Amount (for leaves)
screen.Spring_colors = Spring Colors
option.Spring_R = Red Amount
option.Spring_G = Green Amount
option.Spring_B = Blue Amount
option.Spring_Leaf_R = Red Amount (for leaves)
option.Spring_Leaf_G = Green Amount (for leaves)
option.Spring_Leaf_B = Blue Amount (for leaves)
screen.SWAMP = Swamp
option.SWAMP_ENV = Swamp Environment
option.SWAMP_UNIFORM_DENSITY = Uniform Fog Density
option.SWAMP_CLOUDY_DENSITY = Cloudy Fog Density
option.SWAMP_R = Red Amount
option.SWAMP_G = Green Amount
option.SWAMP_B = Blue Amount
screen.JUNGLE = Jungle
option.JUNGLE_ENV = Jungle Environment
option.JUNGLE_UNIFORM_DENSITY = Uniform Fog Density
option.JUNGLE_CLOUDY_DENSITY = Cloudy Fog Density
option.JUNGLE_R = Red Amount
option.JUNGLE_G = Green Amount
option.JUNGLE_B = Blue Amount
screen.DARKFOREST = Dark Forest
option.DARKFOREST_ENV = Dark Forest Environment
option.DARKFOREST_UNIFORM_DENSITY = Uniform Fog Density
option.DARKFOREST_CLOUDY_DENSITY = Cloudy Fog Density
option.DARKFOREST_R = Red Amount
option.DARKFOREST_G = Green Amount
option.DARKFOREST_B = Blue Amount
screen.World = World
screen.Water = Water Settings
option.FAKE_REFRACTION_EFFECT = Refraction In Water/Glass
option.Dirt_Amount = Dirt Amount
option.Water_Top_Layer = Ocean Y coordinate
option.WATER_WAVE_STRENGTH = Wave Strength
option.SNELLS_WINDOW = Snell's Window
option.MINIMUM_WATER_ABSORBANCE = Minimum Water Absorbance
value.MINIMUM_WATER_ABSORBANCE.-1 = AUTO
option.FAKE_REFRACTION_AMOUNT = Refraction amount
value.FAKE_REFRACTION_AMOUNT.0 = OFF
value.FAKE_REFRACTION_AMOUNT.1 = 0.25x
value.FAKE_REFRACTION_AMOUNT.2 = 0.50x
value.FAKE_REFRACTION_AMOUNT.3 = 0.75x
value.FAKE_REFRACTION_AMOUNT.4 = 1.00x
value.FAKE_REFRACTION_AMOUNT.5 = 1.25x
value.FAKE_REFRACTION_AMOUNT.6 = 1.50x
value.FAKE_REFRACTION_AMOUNT.7 = 1.75x
value.FAKE_REFRACTION_AMOUNT.8 = 2.00x
option.FAKE_DISPERSION_AMOUNT = Dispersion amount
value.FAKE_DISPERSION_AMOUNT.0 = OFF
value.FAKE_DISPERSION_AMOUNT.1 = 0.25x
value.FAKE_DISPERSION_AMOUNT.2 = 0.50x
value.FAKE_DISPERSION_AMOUNT.3 = 0.75x
value.FAKE_DISPERSION_AMOUNT.4 = 1.00x
value.FAKE_DISPERSION_AMOUNT.5 = 1.25x
value.FAKE_DISPERSION_AMOUNT.6 = 1.50x
value.FAKE_DISPERSION_AMOUNT.7 = 1.75x
value.FAKE_DISPERSION_AMOUNT.8 = 2.00x
option.REFRACTION_SMUDGE_AMOUNT = Smudge amount
value.REFRACTION_SMUDGE_AMOUNT.0 = OFF
value.REFRACTION_SMUDGE_AMOUNT.1 = 0.25x
value.REFRACTION_SMUDGE_AMOUNT.2 = 0.50x
value.REFRACTION_SMUDGE_AMOUNT.3 = 0.75x
value.REFRACTION_SMUDGE_AMOUNT.4 = 1.00x
value.REFRACTION_SMUDGE_AMOUNT.5 = 1.25x
value.REFRACTION_SMUDGE_AMOUNT.6 = 1.50x
value.REFRACTION_SMUDGE_AMOUNT.7 = 1.75x
value.REFRACTION_SMUDGE_AMOUNT.8 = 2.00x
screen.Water_fog_color = Water Fog Settings
option.Dirt_Scatter_R = Scatter Red (dirt)
option.Dirt_Scatter_G = Scatter Green (dirt)
option.Dirt_Scatter_B = Scatter Blue (dirt)
option.Dirt_Absorb_R = Absorb Red (dirt)
option.Dirt_Absorb_G = Absorb Green (dirt)
option.Dirt_Absorb_B = Absorb Blue (dirt)
option.Water_Absorb_R = Absorb Red (water)
option.Water_Absorb_G = Absorb Green (water)
option.Water_Absorb_B = Absorb Blue (water)
screen.Post_Processing = Post Processing
option.TONEMAP = Tone Mapping Operator
screen.Exposure = Exposure Settings
option.Manual_exposure_value = Manual Exposure Level §a(DISABLE AUTO EXPOSURE TO USE THIS)
option.EXPOSURE_MULTIPLIER = Exposure Multiplier
option.AUTO_EXPOSURE = Auto Exposure
option.Exposure_Speed = Auto Exposure Adjusting Speed
option.EXPOSURE_DARKENING = Darkening Strength
option.EXPOSURE_BRIGHTENING = Brightening Strength
screen.DepthOfField = Depth Of Field Settings
screen.Purkinje_effect = Purkinje Effect Settings
option.Purkinje_strength = Purkinje Effect Blending Amount
value.Purkinje_strength.0 = OFF
suffix.Purkinje_strength =%
option.SHARPENING = Sharpening Amount
value.SHARPENING.0 = OFF
option.BLOOM_STRENGTH = Bloom Multiplier
screen.TAA_OPTIONS = Anti-Aliasing Settings
option.SCREENSHOT_MODE = Screenshot Mode
option.TAA_MODE = TAA Mode
value.TAA_MODE.0 = OFF
value.TAA_MODE.1 = Standard
value.TAA_MODE.2 = Responsive
value.TAA_MODE.3 = Temporal Upscaling
option.BLEND_FACTOR = Blend Factor
option.BLEND_FACTOR_DURING_MOVEMENT = Blend Factor During Camera Movment
option.SCALE_FACTOR = Scale Factor §a(set TAA mode to "Temporal Upscaling")
prefix.SCALE_FACTOR = §fUpscale from
suffix.SCALE_FACTOR = x §fof the window resolution
screen.COLOR_GRADING = Color Grading
option.LUMINANCE_CURVE = Tone Curve
option.LOWER_CURVE = Lower Curve
option.UPPER_CURVE = Upper Curve
option.COLOR_GRADING_ENABLED=Color Grading
option.SHADOWS_GRADE_R = Shadows §cRed
option.SHADOWS_GRADE_G = Shadows §aGreen
option.SHADOWS_GRADE_B = Shadows §9Blue
option.SHADOWS_GRADE_MUL = Shadows Brightness
option.MIDS_GRADE_R = Midtones §cRed
option.MIDS_GRADE_G = Midtones §aGreen
option.MIDS_GRADE_B = Midtones §9Blue
option.MIDS_GRADE_MUL = Midtones Brightness
option.HIGHLIGHTS_GRADE_R = Highlights §cRed
option.HIGHLIGHTS_GRADE_G = Highlights §aGreen
option.HIGHLIGHTS_GRADE_B = Highlights §9Blue
option.HIGHLIGHTS_GRADE_MUL = Highlights Brightness
screen.Color_Processing = Color Processing
option.SATURATION = Saturation
value.SATURATION.0.0 = 0.0 (Neutral)
option.CROSSTALK = Crosstalk
value.CROSSTALK.0.0 = 0.0 (Neutral)
option.WHITE_BALANCE = White Balance
value.WHITE_BALANCE.6500 = 6500 (Neutral)
screen.Camera_Settings = Camera Settings
option.CAMERA_GRIDLINES = Camera Grid Lines
option.MOTION_BLUR = Motion Blur
option.MOTION_BLUR_STRENGTH = Motion Blur Amount
option.CHROMATIC_ABERRATION = Chromatic Aberration
option.CHROMATIC_ABERRATION_STRENGTH = Chromatic Aberration Amount
option.VIGNETTE = Vignette
option.VIGNETTE_STRENGTH = Vignette Amount
screen.FLASHLIGHT_SETTING = Flashlight Settings
screen.GAMEPLAY_EFFECTS = Gameplay Screen Effects
option.MOTION_AMOUNT = The Motion Amount In All Gameplay Effects
option.WATER_ON_CAMERA_EFFECT = Enter/Exit Water Effect
option.DAMAGE_TAKEN_EFFECT = Damage Taken Effect
option.ON_FIRE_DISTORT_EFFECT = On-Fire effect
option.ON_FIRE_DISTORT_EFFECT_STRENGTH = On-Fire effect Amount
option.LOW_HEALTH_EFFECT = Low Health Effects
option.LOW_HEALTH_EFFECT_START = Minimum Health Needed For Low Health Effect
option.CRITICALLY_LOW_HEALTH_EFFECT_START = Minimum Health Needed For Critically Low Health Effect
screen.Resource_Pack_Support = Materials / Resource Pack Support
screen.SPECULAR = Specular Reflections
option.DEFERRED_SPECULAR = Reflections on terrain
option.DEFERRED_SSR_QUALITY =^ Environment reflections
value.DEFERRED_SSR_QUALITY.0 =§c OFF
value.DEFERRED_SSR_QUALITY.1 = mirrored view mode
suffix.DEFERRED_SSR_QUALITY = §§ samples
option.DEFERRED_BACKGROUND_REFLECTION =^ Background reflections
option.DEFERRED_ROUGH_REFLECTION =^ Rough reflections - §cCAN CAUSE VISUAL NOISE§r
option.FORWARD_SPECULAR = Reflections on water, glass
option.FORWARD_SSR_QUALITY =^ Environment reflections
value.FORWARD_SSR_QUALITY.0 =§c OFF
value.FORWARD_SSR_QUALITY.1 = mirrored view mode
suffix.FORWARD_SSR_QUALITY = §§ samples
option.FORWARD_BACKGROUND_REFLECTION =^ Background reflections
option.FORWARD_ROUGH_REFLECTION =^ Rough reflections - §cCAN CAUSE VISUAL NOISE§r
option.SUN_SPECULAR_MULT = Sun/Moon reflection
value.SUN_SPECULAR_MULT.0 =§c OFF
value.SUN_SPECULAR_MULT.1 = ON
suffix.SUN_SPECULAR_MULT =x brighter
option.ROUGHNESS_TRESHOLD = Reflection visibilty threshold
value.ROUGHNESS_TRESHOLD.0.0 = no threshold
screen.Emissives = Emissives / Glowing Textures
option.Emissive_Brightness = Emission Multiplier
option.Emissive_Curve = Emission Curve
option.EMISSIVE_TYPE = Mode
value.EMISSIVE_TYPE.0 = No emission
value.EMISSIVE_TYPE.1 = Hardcoded only
value.EMISSIVE_TYPE.2 = Hardcoded + Lab Emission
value.EMISSIVE_TYPE.3 = Lab Emission only
screen.Subsurface_Scattering = Sub-Surface Scattering
option.LabSSS_Curve = LabSSS Curve
option.MISC_BLOCK_SSS = SSS for random blocks
option.MOB_SSS = SSS for mobs
option.Ambient_SSS = SSS from the sky
option.ambientsss_brightness = Sky SSS Brightness
option.SSS_TYPE = Mode
value.SSS_TYPE.0 = None
value.SSS_TYPE.1 = Hardcoded only
value.SSS_TYPE.2 = Hardcoded + LabSSS
value.SSS_TYPE.3 = LabSSS only
screen.POM = Parallax Occlusion Mapping / POM
option.POM = Parallax Occlusion Mapping
option.MAX_ITERATIONS = Quality
option.POM_DEPTH = Depth
option.MAX_DIST = Maximum Distance
option.Adaptive_Step_length = Dynamic Quality
option.Horrible_slope_normals = Horrible Slope Normals
screen.WETNESS = Wetness / Puddles / Porosity
option.PUDDLE_MODE = Wetness During Rain
value.PUDDLE_MODE.0 = No Wetness
value.PUDDLE_MODE.1 = Puddles + Completely Wet
value.PUDDLE_MODE.2 = Only Puddles
value.PUDDLE_MODE.3 = Only Complete Wetness
option.Puddle_Size = Puddle Size Multiplier
option.MATERIAL_AO = Material Ambient Occlusion
option.NORMAL_MAP_MULT = Normal map multiplier
value.NORMAL_MAP_MULT.1.0 = Default 1.0 §aresourcepacks expect this value
suffix.NORMAL_MAP_MULT = §c resourcepacks DO NOT expect this value
option.DOF_QUALITY=Depth Of Field
value.DOF_QUALITY.-1=Off
value.DOF_QUALITY.0=Hexagonal
value.DOF_QUALITY.1=Low
value.DOF_QUALITY.2=Medium
value.DOF_QUALITY.3=High
value.DOF_QUALITY.4=Ultra
value.DOF_QUALITY.5=Jitter §aDISABLE AUTOFOCUS & ENABLE SCREENSHOT MODE
option.MANUAL_FOCUS=Focus
suffix.MANUAL_FOCUS=m
option.DOF_ANAMORPHIC_RATIO=Anamorphic Ratio
value.MANUAL_FOCUS.-2=Auto-Focus
value.MANUAL_FOCUS.-1=Brightness Slider
option.focal = Focal Length
option.aperture = Aperture
option.DoF_Adaptation_Speed = Auto-Focusing Speed
option.FAR_BLUR_ONLY = Disable Blur Near Camera
option.REMOVE_HAND_BLUR = Disable Blur On Player Hand
option.DOF_DISPERSION_MULT = Chromatic Aberration Offset
screen.JITTER_DOF=Jitter DOF Settings
option.JITTER_STRENGTH=Jitter Strength
option.FOCUS_LASER_COLOR=Focus
value.FOCUS_LASER_COLOR.0=Red
value.FOCUS_LASER_COLOR.1=Green
value.FOCUS_LASER_COLOR.2=Blue
value.FOCUS_LASER_COLOR.3=Pink
value.FOCUS_LASER_COLOR.4=Yellow
value.FOCUS_LASER_COLOR.5=White
option.AEROCHROME_MODE=Aerochrome Mode
option.AEROCHROME_PINKNESS=Aerochrome Red:Pink Ratio
option.AEROCHROME_WOOL_ENABLED=Aerochrome Wool
option.AEROCHROME_MODE.comment = Infrared Film. Google "Aerochrome" to get an idea of what it does.
option.AEROCHROME_PINKNESS.comment = Higher = Pink. Lower = Red
option.AEROCHROME_WOOL_ENABLED.comment = Technically wool things should be affected but it ruins a lot of builds. Enable to be more technically correct.
option.USE_CUSTOM_DIFFUSE_LIGHTING_COLORS = Custom Diffuse Colors
option.DIRECTLIGHT_DIFFUSE_R = Sun R
option.DIRECTLIGHT_DIFFUSE_G = Sun G
option.DIRECTLIGHT_DIFFUSE_B = Sun B
option.INDIRECTLIGHT_DIFFUSE_R = Ambient R
option.INDIRECTLIGHT_DIFFUSE_G = Ambient G
option.INDIRECTLIGHT_DIFFUSE_B = Ambient B
option.USE_CUSTOM_CLOUD_LIGHTING_COLORS = Custom Cloud Colors
option.DIRECTLIGHT_CLOUDS_R = Sun R
option.DIRECTLIGHT_CLOUDS_G = Sun G
option.DIRECTLIGHT_CLOUDS_B = Sun B
option.INDIRECTLIGHT_CLOUDS_R = Ambient R
option.INDIRECTLIGHT_CLOUDS_G = Ambient G
option.INDIRECTLIGHT_CLOUDS_B = Ambient B
option.USE_CUSTOM_FOG_LIGHTING_COLORS = Custom Fog Colors
option.DIRECTLIGHT_FOG_R = Sun R
option.DIRECTLIGHT_FOG_G = Sun G
option.DIRECTLIGHT_FOG_B = Sun B
option.INDIRECTLIGHT_FOG_R = Ambient R
option.INDIRECTLIGHT_FOG_G = Ambient G
option.INDIRECTLIGHT_FOG_B = Ambient B
option.USE_CUSTOM_SKY_GROUND_LIGHTING_COLORS = Custom Sky Ground Color
option.SKY_GROUND_R = Ground R
option.SKY_GROUND_G = Ground G
option.SKY_GROUND_B = Ground B
screen.Misc_Settings.comment = Random settings for DEBUGGING or other fun stuff.
screen.Sun_and_Moon_Colors.comment = Configure the color of the sun or moon.
option.sunPathRotation.comment = Configure the angle of the sun or moon
option.sun_illuminance.comment = Configure the brightness of the sun
option.moon_illuminance.comment = Configure the brightness of the moon
screen.Direct_Light.comment = Configure settings related to the sun and shadows.
screen.Shadows.comment = Configure the shadows from the sun to your liking.
option.SCREENSPACE_CONTACT_SHADOWS.comment = §bWhat is this?§r These are shadows for things that are far away, and on small details nearby. §aPERFORMANCE COST:§r low to medium; it is more expensive at higher resolutions.
option.RENDER_ENTITY_SHADOWS.comment = §bWhat is this?§r Shadows on all types of entities, like mobs, chests, banners, or signs. §aPERFORMANCE COST:§r low to high; it is very expensive when there are many entities nearby.
option.shadowMapResolution.comment = The quality of shadows from the sun casted by things in the world. §aPERFORMANCE COST:§r medium to very high; Shadows must render the 3D world a second time from the perspective of the sun, this is why it cuts performance in half.
option.shadowDistance.comment = The maximum distance the shadowmap can render. §aPERFORMANCE COST:§r medium to very high; If the chunk render distance is high, the shadows will become more expensive.
screen.Filtering.comment = Configure the filtering effects applied to the shadows.
option.SHADOW_FILTER_SAMPLE_COUNT.comment = The quality of the basic shadow filter. This filter just softens the shadows. §aPERFORMANCE COST:§r low to medium; Increasing this should reduce some noise at the edge of shadows.
option.Min_Shadow_Filter_Radius.comment = The maximum softness of the basic shadow filter.
option.Variable_Penumbra_Shadows.comment = This effect softens the shadows more and more the farther the shadow gets from what casted it. This effect is used to create higher quality shadows and Sub-surface scattering. §aPERFORMANCE COST:§r low to high;
option.VPS_Search_Samples.comment = The quality of the variable penumbra shadow filter. §aPERFORMANCE COST:§r low to high; Increasing this should reduce some noise in the sub-surface scattering and very soft shadows.
option.Max_Shadow_Filter_Radius.comment = The maximum softness the shadows can get when far away from what casted it.
option.Max_Filter_Depth.comment = Configure the size of the sun. If the sun is larger, shadows get softer closer to what casts them.
screen.Ambient_light.comment = Configure settings related to the lighting in shaded places
option.AO_Strength.comment = Configure the strength of the ambient occlusion created by SSAO, GTAO, and SSRT. §bWhat is this?§r ambient occlusion is the small soft shadows in corners and such.
option.GI_Strength.comment = Configure the strength of the global illumination created by SSRT. §bWhat is this?§r global illumination in this scenario specifically is the light bouncing off a surface and onto some other area.
option.HQ_SSGI.comment = Toggle long range screen-space raytracing. this will allow SSRT lighting to travel ALOT farther within the scene from where it bounces/casts shadows. §aPERFORMANCE COST:§r very high
option.Hand_Held_lights.comment = Toggle shader-side hand held lightsources. §aPERFORMANCE COST:§r very low
option.SKY_CONTRIBUTION_IN_SSRT.comment = Allow the SSRT to take the entire sky and fog into account to create high quality lighting for shaded areas. This may introduce more noise. §aPERFORMANCE COST:§r medium
option.ambientOcclusionLevel.comment = Configure the strength of the ambient occlusion from vanilla minecraft. §bWhat is this?§r This ambient occlusion is in minecraft even without shaders enabled.
option.ambient_brightness.comment = Configure the brightnes of lighting in shaded places
option.MIN_LIGHT_AMOUNT.comment = Configure the minimum amount of light that can be in shaded places.
option.indirect_effect.comment = Toggle different types of effects to make lighting in shaded places higher quality. §aPERFORMANCE COSTS:§r. Vanilla AO: very low. SSAO: low to medium. HQ SSAO: medium. GTAO: medium to high. SSRT: high to very high - GI is slower
screen.Ambient_Colors.comment = Configure the color of light in shaded areas.
screen.Torch_Colors.comment = Configure the color of light from torches or other placed lightsources.
option.LPV_SIZE.comment = Configures the size (in blocks) of the volume for colored lighting.
option.LPV_SATURATION.comment = Configures the intensity of colored lighting.
option.LPV_TINT_SATURATION.comment = Configures the intensity of tinting by translucent blocks on colored lighting.
option.LPV_NORMAL_STRENGTH.comment = Configure the amount surface normals will affect lighting direction.
option.LPV_ENTITY_LIGHTS.comment = Allows entities to contribute to colored lighting.
option.LPV_REDSTONE_LIGHTS.comment = Allows redstone blocks to contribute to colored lighting.
option.LPV_COLORED_CANDLES.comment = Allows colored candles to emit matching colored lighting.
option.LPV_NOSHADOW_HACK.comment = Fix for Iris 1.7.0 and lower! Allows floodfill to work in Nether & End, but disables entity & dropped item lights.
option.LPV_VL_FOG_ILLUMINATION.comment = Allow the colored lighting to light up the air around it.
option.LPV_VL_FOG_ILLUMINATION_BRIGHTNESS.comment = Configure the brightness of lit up fog.
screen.Resource_Pack_Support.comment = A handfull of effects that use information provided by a resourcepack.
screen.SPECULAR.comment = Configure the reflections. they can use information provided by a LabPBR resourcepack.
option.DEFERRED_SPECULAR.comment = Toggle detailed reflections on all solid objects. §bWhat is this?§r "solid" meaning anything you cannot see through, like stone, wood, grass, leaves
option.FORWARD_SPECULAR.comment = Toggle detailed reflections on all translucent objects. §bWhat is this?§r "translucent" meaning things you can see through, like glass, water, ice, slime
option.DEFERRED_SSR_QUALITY.comment = Configure the quality of reflections of the world around you that are visible on terrain. §bWhat is this?§r Configure how many samples the SSR/screen-space-reflections take to create a reflection of the world. §b"mirrored view mode"§r is quite literally the image you see, but mirrored on every surface - EXTREMLY low quality. §aPERFORMANCE COST:§r low to very high
option.FORWARD_SSR_QUALITY.comment = Configure the quality of reflections of the world around you that are visible on water, glass, and other translucent things. §bWhat is this?§r Configure how many samples the SSR/screen-space-reflections take to create a reflection of the world. §b"mirrored view mode"§r is quite literally the image you see, but mirrored on every surface - EXTREMLY low quality. §aPERFORMANCE COST:§r low to very high
option.DEFERRED_BACKGROUND_REFLECTION.comment = Toggle the reflections of the sky, clouds, or fog that are visible on terrain. §bWhat is this?§r Reflections of things like the sky, clouds, and fog. §aPERFORMANCE COST:§r low
option.FORWARD_BACKGROUND_REFLECTION.comment = Toggle the reflections of the sky, clouds, or fog that are visible on water, glass, and other translucent things. §bWhat is this?§r Reflections of things like the sky, clouds, and fog. §aPERFORMANCE COST:§r low
option.DEFERRED_ROUGH_REFLECTION.comment = Toggle rough reflections that are visible on terrain. §bWhat is this?§r This is how "spread around" a reflection is based on how "smooth" a surface is, really un-smooth surfaces scatter reflections around alot, while smooth surfaces look like mirrors. §aPERFORMANCE COST:§r medium
option.FORWARD_ROUGH_REFLECTION.comment = Toggle rough reflections that are visible on water, glass, and other translucent things. §bWhat is this?§r This is how "spread around" a reflection is based on how "smooth" a surface is, really un-smooth surfaces scatter reflections around alot, while smooth surfaces look like mirrors. §aPERFORMANCE COST:§r medium
option.ROUGHNESS_TRESHOLD.comment = Configure a threshold for environment and background reflections to stop being visible at. §bThis does not impact sun/moon reflections§r. §aPERFORMANCE COST:§r high thresholds can improve performance - low thresholds can worsen performance
option.SUN_SPECULAR_MULT.comment = Toggle the reflection of the sun or moon, or make them brighter. §bThis remains visible even if both environment and background reflections are disabled§r. §aPERFORMANCE COST:§r very low
screen.Subsurface_Scattering.comment = §bWhat is this?§r Sub-surface scattering is what happens when you put a bright light on your hand, and it starts to glow. The sun actually does the same thing to plants, cloth, skin, and other things.
option.SSS_TYPE.comment = Configure how the sub-surface scattering is applied to the world. §bHardcoded:§r The shader decides what gets it. §bLabSSS:§r The resourcepack decides what gets it. §aPERFORMANCE COST:§r very low
option.MOB_SSS.comment = Toggle sub-surface scattering for mobs. players are included. §aPERFORMANCE COST:§r very low
option.MISC_BLOCK_SSS.comment = Toggle sub-surface scattering for random blocks it may not fit. this is for grass and sand mostly. §aPERFORMANCE COST:§r very low
option.Ambient_SSS.comment = §bWhat is this?§r sub-surface scattering from light coming from the sky, instead of the sun. §aPERFORMANCE COST:§r very low to medium; if SSAO is enabled this costs very little, but costs more if SSAO is OFF
option.ambientsss_brightness.comment = Configure the brightness of sub-surface scattering from the sky's light
screen.Emissives.comment = §bWhat is this?§r Emissiveness is just how much light something is letting off, or how much something is glowing.
option.Emissive_Brightness.comment = Configure how bright the texture emission should be.
option.EMISSIVE_TYPE.comment = Configure how texture emission is applied to the world. §bHardcoded:§r The shader decides what gets it. §bLabSSS:§r The resourcepack decides what gets it. §aPERFORMANCE COST:§r very low
option.Emissive_Curve.comment = This determines how quickly the emissive texture reaches its brightest point. 1.0 is linear.
screen.POM.comment = Configure settings related to parallax occlusion mapping that uses information provided by a resourcepack.
option.POM.comment = §bWhat is this?§r This effect attempts to create 3D geometry where there previously was none, by using a special image from a resourcepack. This effect basically only pushes inwards, so some artifacts can exist when looking at steep angles. §aPERFORMANCE COST:§r medium to high
option.MAX_ITERATIONS.comment = Configure the quality of the parallax occlusion mapping effect. if you see individual layers when looking up close, inscreasing this makes more layers, so they will become harder to see. §aPERFORMANCE COST:§r high
option.POM_DEPTH.comment = How deep the parallax occlusion mapping effect can go into a surface. §aPERFORMANCE COST:§r very low
option.MAX_DIST.comment = The maximum distance from the camera that the parallax occlusion mapping effect can render. §aPERFORMANCE COST:§r high
option.Adaptive_Step_length.comment = This will increase visual quality without needing to increase the actual quality. This causes some artifacts if you look really close, or have a very busy heightmap with sharp varying heights.
option.Horrible_slope_normals.comment = This is a poorly done implementation to give a surface to the sides of the parallax occlusion mapping. i do not recommend this. §aPERFORMANCE COST:§r low
screen.Porosity.comment = Configure settings related to wetness and puddles
option.Porosity.comment = §bWhat is this?§r Porosity is a description of how porous some material is, or essentially how much water can be held inside it. for examle, sponges are very porous; water is contained within and darkens it as a results. §aPERFORMANCE COST:§r low
option.Puddles.comment = Toggle puddles for when it rains. §aPERFORMANCE COST:§r low
option.Puddle_Size.comment = Configure the size of the puddles.
option.FAKE_REFRACTION_AMOUNT.comment = Configure the amount of distortion refraction will do. §bWhat is this?§r you could think of refraction as light bending when going through water or glass, making the things viewed through them look stretched, squished, distorted. §aPERFORMANCE COST:§r very low
option.FAKE_DISPERSION_AMOUNT.comment = Configure the amount of dispersion within the refraction. §bWhat is this?§r when refraction happens, the parts that get really distorted will get a "chromatic aberration", faking the look of a rainbow or light prism. §aPERFORMANCE COST:§r very low
option.REFRACTION_SMUDGE_AMOUNT.comment = Configure the amount of smudge within the refraction. §bWhat is this?§r when refraction happens, the parts that get really distorted will get smudged. §cWill cause visaul noise within refraction. §aPERFORMANCE COST:§r very low
screen.Fog.comment = Configure settings related to the raymarched volumetric fog, or distance based fog.
option.VL_RENDERING_RESOLUTION_SCALE.comment = Configure the resolution of the volumetric fog. §aPERFORMANCE COST:§r high
option.VL_SAMPLES.comment = Configure the quality of the volumetric fog. §aPERFORMANCE COST:§r high
option.BLOOMY_FOG.comment = Configure the strength of bloom that is applied to fog. §bWhat is this?§r This effect makes the fog look soft, it helps hide a little noise too. can cause some visible flickering on detailed edges. §aPERFORMANCE COST:§r very low
option.Haze_amount.comment = Configure how dense the atmosphere around you is. §bWhat is this?§r This is the blue haze you see in the distance.
option.RainFog_amount.comment = Configure how dense the fog gets when it rains.
option.BorderFog.comment = §bWhat is this?§r Toggle a fog that attempts to hide the chunks loading in. But because the sky is all over the place, it is difficult to do well. §aPERFORMANCE COST:§r very very low
screen.TOD_fog.comment = Configure the density of fog that appears at specific times of the day.
option.TOD_FOG_AMOUNT.comment = Configure how much total fog there is that appears at specific times during the day. this does not effect the atmospheric haze.
screen.Cave_Fog.comment = Configure settings for fog that appears when you are in very dark places such as caves.
option.Cave_Fog.comment = Toggle the fog that appears in dark places. It is impossible to accurately tell when you are in a cave with a shader, so this fog might appear in places that are not a cave. §aPERFORMANCE COST:§r low
option.CaveFogFallOff.comment = Configure how quickly the fog gradient reaches its brightest part.
screen.Clouds.comment = Configure settings related to the raymarched volumetric clouds.
option.CLOUDS_QUALITY.comment = Configure the resolution of the volumetric clouds. §aPERFORMANCE COST:§r high
option.CLOUDS_SHADOWS.comment = Toggle shadows that are casted from the clouds onto the ground, and fog below them. §aPERFORMANCE COST:§r low to medium
option.DAILY_WEATHER_PROFILE.comment = Toggle the weather that changes every day. §bWhat is this?§r There are 10 weather profiles that the shader cycles through every day. You cannot change any cloud coverage settings when this is enabled. §aPERFORMANCE COST:§r low
option.CHOOSE_RANDOM_WEATHER_PROFILE.comment = §bWhat is this?§r Configure the shader to randomly choose the weather from one of the days below. When this is turned off, the shader will choose the day in order.
option.Cloud_Speed.comment = Configure how fast the clouds move as the day goes by.
option.Rain_coverage.comment = Configure how much of the sky the clouds cover during rain.
screen.World.comment = Configure settings for various things that happen in the world, from waving plants to water related settings.
screen.Water.comment = Configure settings related to the water.
option.Dirt_Amount.comment = Configure how much dirt is in water. This controls how much fog is within water.
screen.Water_fog_color.comment = Configure colors of the water fog.
screen.Climate.comment = Configure settings related to the climate, like seasonal colors, daily weather, and biome specific fog.
screen.Seasons.comment = Seasonal colors that cycle through, summer, fall, winter, and spring.
option.Seasons.comment = Seasonal colors that cycle through, summer, fall, winter, and spring. §aPERFORMANCE COST:§r low
option.Season_Length.comment = Control how long a single season lasts, in minecraft days.
option.Snowy_Winter.comment = Toggle snow during winter. §aPERFORMANCE COST:§r low
screen.Summer_colors.comment = Configure the colors of vegetation during summer.
screen.Fall_colors.comment = Configure the colors of vegetation during fall.
screen.Winter_colors.comment = Configure the colors of vegetation during winter.
screen.Spring_colors.comment = Configure the colors of vegetation during spring.
option.PER_BIOME_ENVIRONMENT.comment = Toggle all special environments that only appear in some biomes. §aPERFORMANCE COST:§r low
screen.SWAMP.comment = Configure the environment in this biome type.
option.SWAMP_ENV.comment = Toggle the environment only for this biome type. The other biome environments remain active even if this one is disabled.
screen.JUNGLE.comment = Configure the environment in this biome type.
option.JUNGLE_ENV.comment = Toggle the environment only for this biome type. The other biome environments remain active even if this one is disabled.
screen.DARKFOREST.comment = Configure the environment in this biome type.
option.DARKFOREST_ENV.comment = Toggle the environment only for this biome type. The other biome environments remain active even if this one is disabled.
screen.Waving_Stuff.comment = Configure settings related to waving things.
option.WAVY_PLANTS.comment = Toggle waving plants. §aPERFORMANCE COST:§r very low
option.WAVY_STRENGTH.comment = Configure the amount the plants wave.
option.WAVY_SPEED.comment = Configure the speed the plants wave.
screen.Post_Processing.comment = Configure settings for all post processing effects, from anti aliasing to tonemapping.
screen.Tonemapping.comment = Configure settings related to color and tonemapping.
screen.Exposure.comment = Configure settings related to the exposure.
screen.DepthOfField.comment = Configure settings related to depth of field.
screen.Purkinje_effect.comment = Configure settings related to the purkinje effect.
option.SHARPENING.comment = Configure the amount of contrast adapitive sharpening that is applied to the image. This can really bring out lost details from anti-aliasing or upscaling.
option.BLOOM_STRENGTH.comment = Configure the amount of bloom that is applied to the image. §bWhat is this?§r Bloom is the soft glow on everything, to describe that something is bright or not.
screen.TAA_OPTIONS.comment = Configure settings related to anti-aliasing.
option.SCREENSHOT_MODE.comment = §aTHIS DOES NOT CHANGE GRAPHICS QUALITY IN ANY WAY§r. Toggle frame accumulation to get a low noise image. §bWhat is this?§r It stacks frames that happend onto the next frame that is generated, so it is like a long exposure photo.
option.TAA.comment = Toggle temporal anti-aliasing. This removes all jagged edges on things, softens the image, and helps remove noise for many effects. This will cause ghosting or trailing because it uses past frames for extra information on the world. §aPERFORMANCE COST:§r low
option.BLEND_FACTOR.comment = Configure how much of frame history is used. high numbers means it relies less on frame history, so it may look flickery and noisy. low numbers rely more on frame history, so it may look less moisy, but more smudged with more trailing.
option.TAA_UPSCALING.comment = Toggle temporal upscaling. This retains a good amount of quality from a lower resolution image when it upscales. so you can still have a high looking resolution compared to typical upsampling and still have better performance.
option.SCALE_FACTOR.comment = Configure from what fraction of your resolution to upscale from - §abelow 0.50x is not recommend, it is only allowed for fun!§r
screen.COLOR_GRADING.comment = Advanced color grading options
option.LUMINANCE_CURVE.comment = Enable the tone curve. This is independent from color grading and is applied first.
option.COLOR_GRADING_ENABLED.comment = Enable color grading. The RGB sliders will not affect the brightness. This is applied after the tone curve
option.RESOURCEPACK_SKY.comment =§cWARNING: This setting, IF USED, will cause broken rendering for: lead ropes, fishing lines, and possibly some entities from mods!§r. Toggle resourcepack sky support. Configure settings to use the whole resourcepack sky, or keep the shader's sun and moon. §aPERFORMANCE COST:§r very low
option.SKY_GROUND = Atmosphere ground
option.MATERIAL_AO.comment = Toggle the use of ambient occlusion based on what the resourcepack provides. §aPERFORMANCE COST:§r very low
option.WATER_WAVE_STRENGTH.comment = configure how strong the waves appear.
option.MOONPHASE_BASED_MOONLIGHT.comment = §bWhat is this?§r every night, the moon has different lighting. This setting adjusts the moonlight brightness based on how much of the moon is glowing. §aPERFORMANCE COST:§r nearly nothing
option.END_STORM_DENSTIY.comment = §bWhat is this?§r This is the dark cloudy fog in the end. Confingure the density of the end storm.
option.NETHER_PLUME_DENSITY.comment = §bWhat is this?§r This is the thick, glowing smoke towers in the nether. Confingure the density of the nether smoke.
option.CloudLayer0.comment = Toggle the layer of clouds that are small. §aPERFORMANCE COST:§r medium
option.CloudLayer0_coverage.comment = Configure how much of the sky these clouds cover.
option.CloudLayer0_density.comment = Configure how dense, or thick these clouds are.
option.CloudLayer0_height.comment = Configure the height at which these clouds fly at.
option.CloudLayer1.comment = Toggle the layer of clouds that are large. §aPERFORMANCE COST:§r medium
option.CloudLayer1_coverage.comment = Configure how much of the sky these clouds cover.
option.CloudLayer1_density.comment = Configure how dense, or thick these clouds are.
option.CloudLayer1_height.comment = Configure the height at which these clouds fly at. §cTHESE CANNOT BE LOWER THAN THE SMALL CLOUDS§r
option.CloudLayer2.comment = Toggle the layer of clouds that are very high and thin. §aPERFORMANCE COST:§r low
option.CloudLayer2_coverage.comment = Configure how much of the sky these clouds cover.
option.CloudLayer2_density.comment = Configure how dense, or thick these clouds are.
option.CloudLayer2_height.comment = Configure the height at which these clouds fly at. §cTHESE CANNOT BE LOWER THAN THE LARGE CLOUDS§r
option.SKY_GROUND.comment = §bWhat is this?§r This is the dark bottom half of the sky that WOULD be the ground, if minecraft had infinite render distance. §aPERFORMANCE COST:§r very very low. §cdisabling this is very slightly slower than having it on due to extra math.§r
option.SNELLS_WINDOW.comment = §bWhat is this?§r this is the dark reflective circle you see when under-water. This is an approximation of a thing that happens in reality known as "total internal reflection". §aPERFORMANCE COST:§r very very very small.
option.entityShadowDistanceMul.comment = §bWhat is this?§r Configure how far shadows should work for entities. This is good if you want to keep entity shadows and improved performance in high entity areas.
screen.PHYSICS_MOD_OCEAN = Physics Mod - §cREAD BUTTON DESCRIPTION§r
screen.PHYSICS_MOD_OCEAN.comment = The ocean of physics mod is supported. The mod has its own settings for it located in §bgame options -> physics settings -> ocean§r
screen.DISTANT_HORIZONS_SETTINGS = Distant Horizons - §cIRIS REQUIRED§r
option.DH_OVERDRAW_PREVENTION = Overdraw prevention
option.OVERDRAW_MAX_DISTANCE = Max distance for overdraw prevention
value.OVERDRAW_MAX_DISTANCE.0 = Unlimited
value.OVERDRAW_MAX_DISTANCE.32 = 2 Chunks
value.OVERDRAW_MAX_DISTANCE.48 = 3 Chunks
value.OVERDRAW_MAX_DISTANCE.64 = 4 Chunks
value.OVERDRAW_MAX_DISTANCE.80 = 5 Chunks
value.OVERDRAW_MAX_DISTANCE.96 = 6 Chunks
value.OVERDRAW_MAX_DISTANCE.112 = 7 Chunks
value.OVERDRAW_MAX_DISTANCE.128 = 8 Chunks
value.OVERDRAW_MAX_DISTANCE.144 = 9 Chunks
value.OVERDRAW_MAX_DISTANCE.160 = 10 Chunks
value.OVERDRAW_MAX_DISTANCE.176 = 11 Chunks
value.OVERDRAW_MAX_DISTANCE.192 = 12 Chunks
value.OVERDRAW_MAX_DISTANCE.208 = 13 Chunks
value.OVERDRAW_MAX_DISTANCE.224 = 14 Chunks
value.OVERDRAW_MAX_DISTANCE.240 = 15 Chunks
value.OVERDRAW_MAX_DISTANCE.256 = 16 Chunks
option.DH_AMBIENT_OCCLUSION = ambient occlusion on LOD chunks
option.DH_SUBSURFACE_SCATTERING = sub-surface scattering on LOD chunks
option.DH_SCREENSPACE_REFLECTIONS = screen-space reflections on LOD chunks
option.DISTANT_HORIZONS_SHADOWMAP = §c(DO NOT USE IF YOU DO NOT KNOW WHAT THIS IS)§r DH shadowmap support
option.DISTANT_HORIZONS_SHADOWMAP.comment = §cTHIS SETTING WILL DESTROY PERFORMANCE THIS WILL MAKE SHADOWS LOOK BLOCKY, FLICKERY, AND LOW DETAIL§r. set shadow distance to 32 chunks (or more). set shadow resolution to 4096 (or more)
option.TOGGLE_VL_FOG = Toggle Volumetric Fog
option.TOGGLE_VL_FOG.comment = one big button to just turn all the fog off.
option.TRANSLUCENT_COLORED_SHADOWS.comment = §bWhat is this?§r This effect allows translucent things like stained glass to color the sunlight as it passes through it. §aPERFORMANCE COST:§r medium
option.MINIMUM_WATER_ABSORBANCE.comment = §bWhat is this?§r This controls how "clear" the water is in shallow areas. AUTO allows water to be clear outdoors, but adjust to be at a minimum value of 7 when indoors, to make it clearly visible. §dTHIS SETTING DOES NOT IMPACT UNDER-WATER VISUALS.
option.SATURATION.comment = §bWhat is this?§r This controls how "colorful" the image is. negative values take away colors - positive values make them more intense.
option.CROSSTALK.comment = §bWhat is this?§r This is a modifier of saturation - it offsets the saturation of the BRIGHT parts of the image.
option.WHITE_BALANCE.comment = §bWhat is this?§r This controls how warm or cool the image looks - it balances the blues and reds.
option.TAA_MODE.comment = §bStandard:§r has the best antialiasing ability - uses more jitter offsets, but needs more frame history (set blend factor lower), it will flicker more and have more motion artifacts. §bResponsive:§r has the worst antialiasing ability - uses fewer jitter offsets, needs less frame history (set blend factor higher), so it can have fewer motion artifacts. §bTemporal Upscaling:§r Render the shader at a lower window resolution, and then scale it back up to fit the screen for better performance - has MANY artifacts.
option.MOTION_BLUR.comment = §bWhat is this?§r This effect makes the entire screen blur in whatever direction you move the camera, or wherever you move within the world. §aPERFORMANCE COST:§r very low
option.CHROMATIC_ABERRATION.comment = §bWhat is this?§r This effect makes the edges of the screen have a color shift of red and blue. §aPERFORMANCE COST:§r very very low
option.VIGNETTE.comment = §bWhat is this?§r This effect makes the edges of the screen increasingly dark the closer to the edges it gets. §aPERFORMANCE COST:§r very very low
option.TONEMAP.comment = §bWhat is this?§r This fits the internal HDR or whatever range of color the shader is doing, to look nice on your SDR monitor. it will control general color processing - the contrast, saturation, white point, black point, hue shift, path to white, ect - each one has a different look
option.DOF_QUALITY.comment= §bWhat is this?§r This is the "un-focus" blur in the background and foreground when a camera focuses its lense on something, sometimes referred to as "bokeh". §aPERFORMANCE COST:§r low to high
option.MANUAL_FOCUS.comment= §bWhat is this?§r control how the camera lense focuses. "Auto-Focus" will focus on what you look at. "brightness Slider" lets you manually focus using the brightness setting in video settings. "Manual Focus" only focuses on a fixed point some distance away from the camera in meters.
option.DOF_ANAMORPHIC_RATIO.comment= §bWhat is this?§r This is a recreation of the Anamorphic lense distorion, where it will stretch the out of focus/bokeh.
option.focal.comment =
option.aperture.comment =
option.DoF_Adaptation_Speed.comment = §bWhat is this?§r This controls how quickly auto focus adjusts to where you are looking.
option.FAR_BLUR_ONLY.comment = §bWhat is this?§r make it such that it cannot do an unfocus blur on objects near you, only objects far away.
option.REMOVE_HAND_BLUR.comment = §bWhat is this?§r remove all blurring on your hand.
option.DOF_DISPERSION_MULT.comment = §bWhat is this?§r This adds a color offset for red and blue, for a cool effect.