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Bliss-Shader/shaders/lang/en_us.lang
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§c⚠ READ DESCRIPTION§r
§c⚠ LOTS OF VISUAL NOISE§r
§a⚠ PERFORMANCE COST:§r
§cⓘ IRIS REQUIRED§r
§bⓘ What is this?§r
§c⚠⚠⚠§r
§cOFF§r
###################################################### ↓↓↓ THIS SUBMENU'S LABELS
screen.Sun_and_Moon_Colors = Sun/Moon Colors
option.sun_illuminance = Sun Brightness
option.moon_illuminance = Moon Brightness
option.MOONPHASE_BASED_MOONLIGHT = Moonphase based brightness levels
option.colortype = coloring mode
value.colortype.1 = RGB color §b↑↑↑
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 §b↓↓↓
option.Sun_temp = Sun temperature
suffix.Sun_temp = K
option.Moon_temp = moon temperature
suffix.Moon_temp = K
option.sunPathRotation = Sun Angle
suffix.sunPathRotation = °
###################################################### ↑↑↑ THIS SUBMENU'S DESCRIPTIONS
screen.Sun_and_Moon_Colors.comment = §bⓘ What is this?§r Configure the color of the sun or moon.
option.sunPathRotation.comment = §bⓘ What is this?§r Configure the angle of the sun or moon
option.sun_illuminance.comment = §bⓘ What is this?§r Configure the brightness of the sun
option.moon_illuminance.comment = §bⓘ What is this?§r Configure the brightness of the moon
option.MOONPHASE_BASED_MOONLIGHT.comment = §bⓘ What 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. §a⚠ PERFORMANCE COST:§r nearly nothing
###################################################### ↓↓↓ THIS SUBMENU'S LABELS
screen.Direct_Light = Direct Light
screen.Shadows = Shadows
option.TRANSLUCENT_COLORED_SHADOWS = Translucent Colored Shadows
option.SCREENSPACE_CONTACT_SHADOWS = Screen-Space Shadows
value.ENTITY_SHADOW_AMOUNT.false = §cOFF
option.RENDER_PLAYER_SHADOWS = ShadowMap for the Player
option.shadowMapResolution = ShadowMap Resolution
value.shadowMapResolution.512 = 512 Pixels
value.shadowMapResolution.768 = 768 Pixels
value.shadowMapResolution.1024 = 1024 Pixels
value.shadowMapResolution.1536 = 1536 Pixels
value.shadowMapResolution.2048 = 2048 Pixels
value.shadowMapResolution.3172 = 3172 Pixels §c⚠⚠⚠§r
value.shadowMapResolution.4096 = 4096 Pixels §c⚠⚠⚠§r
value.shadowMapResolution.8192 = 8192 Pixels §c⚠⚠⚠§r
option.shadowDistance = ShadowMap 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 §c⚠⚠⚠§r
value.shadowDistance.288.0 = 18 Chunks §c⚠⚠⚠§r
value.shadowDistance.304.0 = 19 Chunks §c⚠⚠⚠§r
value.shadowDistance.320.0 = 20 Chunks §c⚠⚠⚠§r
value.shadowDistance.336.0 = 21 Chunks §c⚠⚠⚠§r
value.shadowDistance.352.0 = 22 Chunks §c⚠⚠⚠§r
value.shadowDistance.368.0 = 23 Chunks §c⚠⚠⚠§r
value.shadowDistance.384.0 = 24 Chunks §c⚠⚠⚠§r
value.shadowDistance.512.0 = 32 Chunks §c⚠⚠⚠§r
value.shadowDistance.768.0 = 48 Chunks §c⚠⚠⚠§r
value.shadowDistance.1024.0 = 64 Chunks §c⚠⚠⚠§r
value.shadowDistance.1536.0 = 96 Chunks §c⚠⚠⚠§r
value.shadowDistance.2048.0 = 128 Chunks §c⚠⚠⚠§r
value.shadowDistance.4096.0 = 256 Chunks §c⚠⚠⚠§r
value.shadowDistance.8192.0 = 512 Chunks §c⚠⚠⚠§r
option.ENTITY_SHADOW_AMOUNT = Entity ShadowMap Distance
value.ENTITY_SHADOW_AMOUNT.0 = §cOFF§r §bⓘ includes all entities§r
value.ENTITY_SHADOW_AMOUNT.1 = 1% of ShadowMap Distance §bⓘ only for mobs§r
value.ENTITY_SHADOW_AMOUNT.2 = 2% of ShadowMap Distance §bⓘ only for mobs§r
value.ENTITY_SHADOW_AMOUNT.3 = 3% of ShadowMap Distance §bⓘ only for mobs§r
value.ENTITY_SHADOW_AMOUNT.4 = 4% of ShadowMap Distance §bⓘ only for mobs§r
value.ENTITY_SHADOW_AMOUNT.5 = 5% of ShadowMap Distance §bⓘ only for mobs§r
value.ENTITY_SHADOW_AMOUNT.6 = 10% of ShadowMap Distance §bⓘ only for mobs§r
value.ENTITY_SHADOW_AMOUNT.7 = 20% of ShadowMap Distance §bⓘ only for mobs§r
value.ENTITY_SHADOW_AMOUNT.8 = 30% of ShadowMap Distance §bⓘ only for mobs§r
value.ENTITY_SHADOW_AMOUNT.9 = 40% of ShadowMap Distance §bⓘ only for mobs§r
value.ENTITY_SHADOW_AMOUNT.10 = 50% of ShadowMap Distance §bⓘ only for mobs§r
value.ENTITY_SHADOW_AMOUNT.11 = 60% of ShadowMap Distance §bⓘ only for mobs§r
value.ENTITY_SHADOW_AMOUNT.12 = 70% of ShadowMap Distance §bⓘ only for mobs§r
value.ENTITY_SHADOW_AMOUNT.13 = 80% of ShadowMap Distance §bⓘ only for mobs§r
value.ENTITY_SHADOW_AMOUNT.14 = 90% of ShadowMap Distance §bⓘ only for mobs§r
value.ENTITY_SHADOW_AMOUNT.15 = 100% of ShadowMap Distance §bⓘ only for mobs§r
screen.Filtering = ShadowMap 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
option.LIGHTLEAKFIX_MODE = "lightleak fix" mode
value.LIGHTLEAKFIX_MODE.0 = §cOFF§r §bⓘ sunlight will leak through walls§r
value.LIGHTLEAKFIX_MODE.1 = gap fill/zoom. §bⓘ makes shadows blocky§r
value.LIGHTLEAKFIX_MODE.2 = use sky light levels. §bⓘ no sunlight in low light levels§r
###################################################### ↑↑↑ THIS SUBMENU'S DESCRIPTIONS
screen.Direct_Light.comment = Configure settings related to the sun and shadows.
option.SCREENSPACE_CONTACT_SHADOWS.comment = §bⓘ What is this?§r These are shadows for things that are far away, and on small details nearby. §a⚠ PERFORMANCE COST:§r low to medium; it is more expensive at higher resolutions.
option.shadowMapResolution.comment = §bⓘ What is this?§r The quality of shadows from the sun casted by things in the world. The shadowmap is its own camera independent of the player camera; it has its own "screen resolution". §a⚠ PERFORMANCE 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 = §bⓘ What is this?§r The maximum distance the ShadowMap Renders geometry. §c⚠⚠⚠ THIS CANNOT RENDER FARTHER THAN THE VANILLA RENDER DISTANCE - SETTING IT FARTHER RUINS SHADOW QUALITY FOR NO REASON§r. §a⚠ PERFORMANCE 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. §a⚠ PERFORMANCE 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. §a⚠ PERFORMANCE COST:§r low to high;
option.VPS_Search_Samples.comment = The quality of the variable penumbra shadow filter. §a⚠ PERFORMANCE 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.
option.TRANSLUCENT_COLORED_SHADOWS.comment = §bⓘ What is this?§r This effect allows translucent things like stained glass to color the sunlight as it passes through it. §a⚠ PERFORMANCE COST:§r medium
option.RENDER_PLAYER_SHADOWS.comment = §bⓘ What is this?§r Configure if the player contributes to the ShadowMap. §a⚠ PERFORMANCE COST:§r very very low
option.ENTITY_SHADOW_AMOUNT.comment = §bⓘ What is this?§r Configure what fraction of the ShadowMap distance that mobs can contribute to the ShadowMap. Or disable the ShadowMap for ALL entities, for improved performance in scenes dense with entities. §a⚠ PERFORMANCE COST:§r low to very high
###################################################### ↓↓↓ THIS SUBMENU'S LABELS
screen.Ambient_light = Ambient Light
screen.LPV = FloodFill Colored Lighting §cⓘ IRIS REQUIRED§r
option.LPV_ENABLED = FloodFill Colored Lighting
option.LPV_SIZE = FloodFill Render Distance
value.LPV_SIZE.6 = 4 chunks
value.LPV_SIZE.7 = 8 chunks
value.LPV_SIZE.8 = 16 chunks
option.LPV_SATURATION = Light Saturation
suffix.LPV_SATURATION=%
option.LPV_TINT_SATURATION = Glass Tint Saturation
suffix.LPV_TINT_SATURATION=%
option.LPV_NORMAL_STRENGTH = Normal Strength
suffix.LPV_NORMAL_STRENGTH = %
value.LPV_NORMAL_STRENGTH.0 = §cOFF
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=%
option.VANILLA_LIGHTMAP_MASK = Vanilla Torch lightmap Mask
option.AO_in_sunlight = Apply AO to sunlight
option.AO_Strength = AO Multiplier
option.GI_Strength = GI Multiplier
option.LONG_RANGE_SSRT = Long Range Marching (SSRT)
option.UseQuarterResDepth = sample 1/4 resolution depth (SSRT)
option.SKY_CONTRIBUTION_IN_SSRT = High Quality Ambient Light (SSRT)
option.ambientOcclusionLevel = Vanilla AO Amount
option.MINIMUM_OUTDOOR_LIGHT = Minimum Light Brightness §bⓘ Outdoors§
option.MINIMUM_INDOOR_LIGHT = Minimum Light Brightness §bⓘ Indoors§
option.indirect_effect = Indirect Lighting Mode
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) §c⚠ LOTS OF VISUAL NOISE§r
value.indirect_effect.SSRT_AO_GI = SSRT (AO + GI) §c⚠ LOTS OF VISUAL NOISE§r
screen.INDIRECT_LIGHT_COLORS = Lighting Colors
option.ambient_brightness = Ambient Light Brightness
option.AmbientLight_R = ↑ Light Color R
option.AmbientLight_G = ↑ Light Color G
option.AmbientLight_B = ↑ Light Color B
option.TORCH_AMOUNT = Torch Light Brightness
option.TORCH_R = ↑ Light Color R
option.TORCH_G = ↑ Light Color G
option.TORCH_B = ↑ Light Color B
option.HANDHELD_LIGHTSOURCE_MODE = Handheld Light Mode
value.HANDHELD_LIGHTSOURCE_MODE.0 = §cOFF
value.HANDHELD_LIGHTSOURCE_MODE.1 = Point Light §bⓘ From Lightsource Items§
value.HANDHELD_LIGHTSOURCE_MODE.2 = Flashlight §bⓘ From Lightsource Items§
value.HANDHELD_LIGHTSOURCE_MODE.3 = Flashlight §bⓘ Always on§r
screen.HANDHELD_LIGHTSOURCE_SETTINGS = Handheld Light Settings
option.HANDHELD_LIGHTSOURCE_RANGE = Handheld Light Range
value.HANDHELD_LIGHTSOURCE_RANGE.0 = Use Held Item's Light Level
value.HANDHELD_LIGHTSOURCE_RANGE.1 = 1 block
suffix.HANDHELD_LIGHTSOURCE_RANGE = §c§r blocks
option.HANDHELD_LIGHTSOURCE_BRIGHTNESS = Handheld Light brightness
option.HANDHELD_LIGHTSOURCE_RANGE = Handheld Light Range
option.HANDHELD_LIGHTSOURCE_SPECULAR = Reflections from Handheld Light
option.HANDHELD_LIGHTSOURCE_R = ↑ Light Color R
option.HANDHELD_LIGHTSOURCE_G = ↑ Light Color G
option.HANDHELD_LIGHTSOURCE_B = ↑ Light Color B
option.HANDHELD_LIGHTSOURCE_SSRT_SHADOWS = Shadows from Handheld Light
value.HANDHELD_LIGHTSOURCE_SSRT_SHADOWS.0 = §cOFF
value.HANDHELD_LIGHTSOURCE_SSRT_SHADOWS.1 = ON §bⓘ First & Third Person§r
value.HANDHELD_LIGHTSOURCE_SSRT_SHADOWS.2 = ON §bⓘ First Person only§r
option.FLASHLIGHT_BOUNCED_INDIRECT = (Flashlight) Bounced light §c⚠ CURRENTLY BROKEN§r
option.FLASHLIGHT_FOG_ILLUMINATION = (Flashlight) Fog illumination §c⚠ CURRENTLY BROKEN§r
option.FLASHLIGHT_BRIGHTNESS_MULT = (Flashlight) Brightness Multiplier
option.FLASHLIGHT_SIZE = (Flashlight) Flashlight Size
option.FLASHLIGHT_BRIGHTNESS_FALLOFF_MULT = (Flashlight) Range Falloff Multiplier
###################################################### ↑↑↑ THIS SUBMENU'S DESCRIPTIONS
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. §bⓘ What 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. §bⓘ What is this?§r global illumination in this scenario specifically is the light bouncing off a surface and onto some other area.
option.LONG_RANGE_SSRT.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. §a⚠ PERFORMANCE COST:§r very high
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. §a⚠ PERFORMANCE COST:§r medium
option.ambientOcclusionLevel.comment = Configure the strength of the ambient occlusion from vanilla minecraft. §bⓘ What 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 of the volume for colored lighting.
option.LPV_SATURATION.comment = Configures how intense the color is for colored lighting.
option.LPV_TINT_SATURATION.comment = Configures how intense the color is for colored lighting passing through translucent things like stained glass.
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.
###################################################### ↓↓↓ THIS SUBMENU'S LABELS
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 =§cOFF
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 §c⚠ CAN CAUSE VISUAL NOISE§r
option.FORWARD_SPECULAR = Reflections on water, glass
option.FORWARD_SSR_QUALITY =^ Environment reflections
value.FORWARD_SSR_QUALITY.0 =§cOFF
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 §c⚠ CAN CAUSE VISUAL NOISE§r
option.SUN_SPECULAR_MULT = Sun/Moon reflection
value.SUN_SPECULAR_MULT.0 =§cOFF
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 / POM
option.MAX_ITERATIONS = Quality
suffix.MAX_ITERATIONS = §r Steps
option.POM_DEPTH = Depth
suffix.POM_DEPTH = §r Centimeters
value.POM_DEPTH.1 = 1 Centimeter
value.POM_DEPTH.100 = 1 Meter
option.MAX_DIST = Maximum Distance
suffix.MAX_DIST = §r Meters
option.Adaptive_Step_length = Dynamic Quality
option.Horrible_slope_normals = Horrible Slope Normals
option.POM_OFFSET_SHADOW_BIAS = Self Shadowing Fix §bⓘ needs depthwrite POM§r §c⚠ can cause light leaks§r
option.DEPTH_WRITE_POM = Depth Write POM
option.LABEL_0 = §bⓘ "Reflections on terrain" must be enabled for wetness to work
value.LABEL_0.0 = §bⓘ§r
screen.WETNESS = Wetness / Puddles / Porosity
option.PUDDLE_MODE = Wetness During Rain
value.PUDDLE_MODE.0 = No Wetness
value.PUDDLE_MODE.1 = Puddles + Complete Wetness
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.RESOURCEPACK_SKY = Resource Pack Sky
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
###################################################### ↑↑↑ THIS SUBMENU'S DESCRIPTIONS
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. §bⓘ What 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. §bⓘ What 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. §bⓘ What 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. §a⚠ PERFORMANCE 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. §bⓘ What 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. §a⚠ PERFORMANCE 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. §bⓘ What is this?§r Reflections of things like the sky, clouds, and fog. §a⚠ PERFORMANCE 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. §bⓘ What is this?§r Reflections of things like the sky, clouds, and fog. §a⚠ PERFORMANCE COST:§r low
option.DEFERRED_ROUGH_REFLECTION.comment = Toggle rough reflections that are visible on terrain. §bⓘ What 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. §a⚠ PERFORMANCE COST:§r medium
option.FORWARD_ROUGH_REFLECTION.comment = Toggle rough reflections that are visible on water, glass, and other translucent things. §bⓘ What 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. §a⚠ PERFORMANCE 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. §a⚠ PERFORMANCE 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. §a⚠ PERFORMANCE COST:§r very low
screen.Subsurface_Scattering.comment = §bⓘ What 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. §a⚠ PERFORMANCE COST:§r very low
option.MOB_SSS.comment = Toggle sub-surface scattering for mobs. players are included. §a⚠ PERFORMANCE 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. §a⚠ PERFORMANCE COST:§r very low
option.Ambient_SSS.comment = §bⓘ What is this?§r sub-surface scattering from light coming from the sky, instead of the sun. §a⚠ PERFORMANCE 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 = §bⓘ What 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. §a⚠ PERFORMANCE 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 = §bⓘ What 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. §a⚠ PERFORMANCE 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. §a⚠ PERFORMANCE COST:§r high
option.POM_DEPTH.comment = How deep the parallax occlusion mapping effect can go into a surface. §a⚠ PERFORMANCE COST:§r very low
option.MAX_DIST.comment = The maximum distance from the camera that the parallax occlusion mapping effect can render. §a⚠ PERFORMANCE 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. §a⚠ PERFORMANCE COST:§r low
option.DEPTH_WRITE_POM.comment = §bⓘ What is this?§r By writing the results of POM into the depth buffers, all lighting effects that use the depth buffer will now properly interact with POM. §a⚠ PERFORMANCE COST:§r medium
option.POM_OFFSET_SHADOW_BIAS.comment = §bⓘ What is this?§r When "Depth Write POM" is enabled, the ShadowMap does not know POM is changing the surface depth, causing an ugly shadow cast from an invisible surface onto the deeper POM parts. §a⚠ PERFORMANCE COST:§r very low
screen.Porosity.comment = Configure settings related to wetness and puddles
option.Porosity.comment = §bⓘ What 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. §a⚠ PERFORMANCE COST:§r low
option.Puddles.comment = Toggle puddles for when it rains. §a⚠ PERFORMANCE 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. §bⓘ What 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. §a⚠ PERFORMANCE COST:§r very low
option.FAKE_DISPERSION_AMOUNT.comment = Configure the amount of dispersion within the refraction. §bⓘ What 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. §a⚠ PERFORMANCE COST:§r very low
option.REFRACTION_SMUDGE_AMOUNT.comment = Configure the amount of smudge within the refraction. §bⓘ What is this?§r when refraction happens, the parts that get really distorted will get smudged. §cWill cause visaul noise within refraction. §a⚠ PERFORMANCE COST:§r very low
option.RESOURCEPACK_SKY.comment =§bⓘ What is this?§r Toggle support for custom skybox images from a resourcepack/mod. Configure settings to use the whole resourcepack sky, or keep the shader's sun and moon. §a⚠ PERFORMANCE COST:§r very low
option.MATERIAL_AO.comment = Toggle the use of ambient occlusion based on what the resourcepack provides. §a⚠ PERFORMANCE COST:§r very low
option.SNELLS_WINDOW.comment = §bⓘ What 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". §a⚠ PERFORMANCE COST:§r very very very small.
###################################################### ↓↓↓ THIS SUBMENU'S LABELS
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.AUTO_EXPOSURE_ADJUST_RATE = 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_AMOUNT = Purkinje Effect Blending Amount
value.PURKINJE_AMOUNT.0 = §cOFF
suffix.PURKINJE_AMOUNT =%
option.SHARPENING_AMOUNT = Sharpening Amount
value.SHARPENING_AMOUNT.0 = §cOFF
suffix.SHARPENING_AMOUNT =%
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 = §cOFF
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.NEIGHBORHOOD_CLAMP_RADIUS_MULT_DURING_MOVEMENT = Clamping Radius During Camera Movment
value.NEIGHBORHOOD_CLAMP_RADIUS_MULT_DURING_MOVEMENT.100 = §cOFF
suffix.NEIGHBORHOOD_CLAMP_RADIUS_MULT_DURING_MOVEMENT =%
option.NEIGHBORHOOD_CLAMP_RADIUS_MULT_DURING_MOVEMENT.comment = lower means less ghosting in motion, but more flickering and noise... this is an alternative to adjusting blending factor
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
option.MOTION_BLUR_AMOUNT = Motion Blur Amount
suffix.MOTION_BLUR_AMOUNT =%
value.MOTION_BLUR_AMOUNT.0 = §cOFF
option.CHROMATIC_ABERRATION_AMOUNT = Chromatic Aberration Amount
suffix.CHROMATIC_ABERRATION_AMOUNT =%
value.CHROMATIC_ABERRATION_AMOUNT.0 = §cOFF
option.VIGNETTE_AMOUNT = Vignette Amount
suffix.VIGNETTE_AMOUNT =%
value.VIGNETTE_AMOUNT.0 = §cOFF
option.FILM_GRAIN_AMOUNT = Film Grain Amount
suffix.FILM_GRAIN_AMOUNT =%
value.FILM_GRAIN_AMOUNT.0 = §cOFF
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
###################################################### ↑↑↑ THIS SUBMENU'S DESCRIPTIONS
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_AMOUNT.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. §bⓘ What 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. §bⓘ What 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. §a⚠ PERFORMANCE 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.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_AMOUNT.comment = §bⓘ What is this?§r This effect makes the entire screen blur in whatever direction you move the camera, or wherever you move within the world. §a⚠ PERFORMANCE COST:§r very low
option.CHROMATIC_ABERRATION_AMOUNT.comment = §bⓘ What is this?§r This effect makes the edges of the screen have a color shift of red and blue. §a⚠ PERFORMANCE COST:§r very very low
option.VIGNETTE_AMOUNT.comment = §bⓘ What is this?§r This effect makes the edges of the screen increasingly dark the closer to the edges it gets. §a⚠ PERFORMANCE COST:§r very very low
option.FILM_GRAIN_AMOUNT.comment = §bⓘ What is this?§r This adds a "graininess" or "static" to the screen. §a⚠ PERFORMANCE COST:§r very very low
###################################################### ↓↓↓ THIS SUBMENU'S LABELS
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.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
###################################################### ↑↑↑ THIS SUBMENU'S DESCRIPTIONS
option.TONEMAP.comment = §bⓘ What 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.SATURATION.comment = §bⓘ What is this?§r This controls how "colorful" the image is. negative values take away colors - positive values make them more intense.
option.CROSSTALK.comment = §bⓘ What is this?§r This is a modifier of saturation - it offsets the saturation of the BRIGHT parts of the image.
option.WHITE_BALANCE.comment = §bⓘ What is this?§r This controls how warm or cool the image looks - it balances the blues and reds.
###################################################### ↓↓↓ THIS SUBMENU'S LABELS
screen.Camera_Settings = Camera Settings
option.CAMERA_GRIDLINES = Camera Grid Lines
option.DOF_QUALITY=Depth Of Field
value.DOF_QUALITY.-1=§cOFF
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
###################################################### ↑↑↑ THIS SUBMENU'S DESCRIPTIONS
option.DOF_QUALITY.comment= §bⓘ What 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". §a⚠ PERFORMANCE COST:§r low to high
option.MANUAL_FOCUS.comment= §bⓘ What 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= §bⓘ What is this?§r This is a recreation of the Anamorphic lense distorion, where it will stretch the out of focus/bokeh.
option.DoF_Adaptation_Speed.comment = §bⓘ What is this?§r This controls how quickly auto focus adjusts to where you are looking.
option.FAR_BLUR_ONLY.comment = §bⓘ What 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 = §bⓘ What is this?§r remove all blurring on your hand.
option.DOF_DISPERSION_MULT.comment = §bⓘ What is this?§r This adds a color offset for red and blue, for a cool effect.
###################################################### ↓↓↓ THIS SUBMENU'S LABELS
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 = §cOFF
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
###################################################### ↑↑↑ THIS SUBMENU'S DESCRIPTIONS
screen.Fog.comment = Configure settings related to the raymarched volumetric fog, or distance based fog.
option.VL_RENDERING_RESOLUTION_SCALE.comment = §bⓘ What is this?§r Configure what fraction of the screen resolution of the volumetric effects (clouds, fog) render at. §a⚠ PERFORMANCE COST:§r high
option.VL_SAMPLES.comment = Configure the quality of the volumetric fog. §a⚠ PERFORMANCE COST:§r high
option.BLOOMY_FOG.comment = Configure the strength of bloom that is applied to fog. §bⓘ What 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. §a⚠ PERFORMANCE COST:§r very low
option.Haze_amount.comment = Configure how dense the atmosphere around you is. §bⓘ What 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 = §bⓘ What 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. §a⚠ PERFORMANCE 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. §a⚠ PERFORMANCE COST:§r low
option.CaveFogFallOff.comment = Configure how quickly the fog gradient reaches its brightest part.
option.END_STORM_DENSTIY.comment = §bⓘ What is this?§r This is the dark cloudy fog in the end. Confingure the density of the end storm.
option.NETHER_PLUME_DENSITY.comment = §bⓘ What is this?§r This is the thick, glowing smoke towers in the nether. Confingure the density of the nether smoke.
###################################################### ↓↓↓ THIS SUBMENU'S LABELS
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 = §cOFF
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
###################################################### ↑↑↑ THIS SUBMENU'S DESCRIPTIONS
screen.Clouds.comment = Configure settings related to the raymarched volumetric clouds.
ption.CLOUD_SHADOW_AMOUNT.comment = §bⓘ What is this?§r Configure the shadows that are casted from the clouds onto the ground and fog below them. §a⚠ PERFORMANCE COST:§r low to medium
ption.DAILY_WEATHER_PROFILE.comment = Toggle the weather that changes every day. §bⓘ What 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. §a⚠ PERFORMANCE COST:§r low
ption.CHOOSE_RANDOM_WEATHER_PROFILE.comment = §bⓘ What 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.
ption.Cloud_Speed.comment = §bⓘ What is this?§r Configure how fast the clouds move as the day goes by. §a⚠ PERFORMANCE COST:§r none
ption.Rain_coverage.comment = Configure how much of the sky the clouds cover during rain.
option.CloudLayer0.comment = Toggle the layer of clouds that are small. §a⚠ PERFORMANCE 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. §a⚠ PERFORMANCE 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. §a⚠ PERFORMANCE 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
###################################################### ↓↓↓ THIS SUBMENU'S LABELS
option.USE_CUSTOM_HOT_BIOME_RAIN_PROFILE = Hot Biome Rainy Weather Mode
value.USE_CUSTOM_HOT_BIOME_RAIN_PROFILE.-1 = §cOFF
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
###################################################### ↑↑↑ THIS SUBMENU'S DESCRIPTIONS
###################################################### ↓↓↓ THIS SUBMENU'S LABELS
option.USE_CUSTOM_COLD_BIOME_RAIN_PROFILE = Cold Biome Rainy Weather Mode
value.USE_CUSTOM_COLD_BIOME_RAIN_PROFILE.-1 = §cOFF
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 = §cOFF
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 = §cOFF
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
###################################################### ↑↑↑ THIS SUBMENU'S DESCRIPTIONS
###################################################### ↓↓↓ THIS SUBMENU'S LABELS
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
###################################################### ↑↑↑ THIS SUBMENU'S DESCRIPTIONS
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. §a⚠ PERFORMANCE 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. §a⚠ PERFORMANCE 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. §a⚠ PERFORMANCE 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.
###################################################### ↓↓↓ THIS SUBMENU'S LABELS
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 = §cOFF
suffix.FAKE_REFRACTION_AMOUNT =%
option.FAKE_DISPERSION_AMOUNT = Rainbow Dispersion Amount
value.FAKE_DISPERSION_AMOUNT.0 = §cOFF
suffix.FAKE_DISPERSION_AMOUNT =%
option.REFRACTION_SMUDGE_AMOUNT = Smudge Amount
value.REFRACTION_SMUDGE_AMOUNT.0 = §cOFF
suffix.REFRACTION_SMUDGE_AMOUNT =%
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)
###################################################### ↑↑↑ THIS SUBMENU'S DESCRIPTIONS
option.WATER_WAVE_STRENGTH.comment = configure how strong the waves appear.
option.MINIMUM_WATER_ABSORBANCE.comment = §bⓘ What 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.
###################################################### ↓↓↓ THIS SUBMENU'S LABELS
screen.World = World
option.WAVY_SPEED = Waving Foliage Speed
option.FOLIAGE_ANIMATION_AMOUNT = Waving Foliage Amount
value.FOLIAGE_ANIMATION_AMOUNT.0 = §cOFF
suffix.FOLIAGE_ANIMATION_AMOUNT = %
option.CURVATURE_AMOUNT = Planet Curvature Amount §bⓘ Voxy Not Supported§r
value.CURVATURE_AMOUNT.0 = §cOFF
suffix.CURVATURE_AMOUNT = %
option.SKY_GROUND = Atmosphere ground
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. nable to be more technically correct.
###################################################### ↑↑↑ THIS SUBMENU'S DESCRIPTIONS
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.Waving_Stuff.comment = Configure settings related to waving things.
option.WAVY_PLANTS.comment = Toggle waving plants. §a⚠ PERFORMANCE COST:§r very low
option.WAVY_STRENGTH.comment = Configure the amount the plants wave.
option.WAVY_SPEED.comment = Configure the speed the plants wave.
option.SKY_GROUND.comment = §bⓘ What is this?§r This is the dark bottom half of the sky that WOULD be the ground, if minecraft had infinite render distance. §a⚠ PERFORMANCE COST:§r very very low. §cdisabling this is very slightly slower than having it on due to extra math.§r
###################################################### ↓↓↓ THIS SUBMENU'S LABELS
screen.MOD_SETTINGS = Supported Mods
screen.VOXY_SETTINGS = Voxy §cⓘ IRIS REQUIRED§r
screen.DISTANT_HORIZONS_SETTINGS = Distant Horizons §cⓘ IRIS 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.TOGGLE_VL_FOG = Toggle Volumetric Fog
screen.PHYSICS_MOD_OCEAN = Physics Mod §c⚠ READ DESCRIPTION§r
###################################################### ↑↑↑ THIS SUBMENU'S DESCRIPTIONS
option.TOGGLE_VL_FOG.comment = one big button to just turn all the fog off.
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)
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
###################################################### ↓↓↓ THIS SUBMENU'S LABELS
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
###################################################### ↑↑↑ THIS SUBMENU'S DESCRIPTIONS
###################################################### ↓↓↓ THIS SUBMENU'S LABELS
screen.DEBUG_SETTINGS = §cDebugging§r/Experimental Settings
###################################################### ↑↑↑ THIS SUBMENU'S DESCRIPTIONS