mirror of
https://github.com/X0nk/Bliss-Shader.git
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1095 lines
72 KiB
Plaintext
1095 lines
72 KiB
Plaintext
§c⚠ READ DESCRIPTION§r
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§c⚠ LOTS OF VISUAL NOISE§r
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§a⚠ PERFORMANCE COST:§r
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§cⓘ IRIS REQUIRED§r
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§bⓘ What is this?§r
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§c⚠⚠⚠§r
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§cOFF§r
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###################################################### ↓↓↓ THIS SUBMENU'S LABELS
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screen.Sun_and_Moon_Colors = Sun/Moon Colors
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option.sun_illuminance = Sun Brightness
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option.moon_illuminance = Moon Brightness
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option.MOONPHASE_BASED_MOONLIGHT = Moonphase based brightness levels
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option.colortype = coloring mode
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value.colortype.1 = RGB color §b↑↑↑
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option.sunColorR = Sun Color: Red
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option.sunColorG = Sun Color: Green
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option.sunColorB = Sun Color: Blue
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option.moonColorR = Moon Color: Red
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option.moonColorG = Moon Color: Green
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option.moonColorB = Moon Color: Blue
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value.colortype.2 = Kelvin temperature §b↓↓↓
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option.Sun_temp = Sun temperature
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suffix.Sun_temp = K
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option.Moon_temp = moon temperature
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suffix.Moon_temp = K
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option.sunPathRotation = Sun Angle
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suffix.sunPathRotation = °
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###################################################### ↑↑↑ THIS SUBMENU'S DESCRIPTIONS
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screen.Sun_and_Moon_Colors.comment = §bⓘ What is this?§r Configure the color of the sun or moon.
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option.sunPathRotation.comment = §bⓘ What is this?§r Configure the angle of the sun or moon
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option.sun_illuminance.comment = §bⓘ What is this?§r Configure the brightness of the sun
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option.moon_illuminance.comment = §bⓘ What is this?§r Configure the brightness of the moon
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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
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###################################################### ↓↓↓ THIS SUBMENU'S LABELS
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screen.Direct_Light = Direct Light
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screen.Shadows = Shadows
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option.TRANSLUCENT_COLORED_SHADOWS = Translucent Colored Shadows
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option.SCREENSPACE_CONTACT_SHADOWS = Screen-Space Shadows
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value.ENTITY_SHADOW_AMOUNT.false = §cOFF
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option.RENDER_PLAYER_SHADOWS = ShadowMap for the Player
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option.shadowMapResolution = ShadowMap Resolution
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value.shadowMapResolution.512 = 512 Pixels
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value.shadowMapResolution.768 = 768 Pixels
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value.shadowMapResolution.1024 = 1024 Pixels
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value.shadowMapResolution.1536 = 1536 Pixels
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value.shadowMapResolution.2048 = 2048 Pixels
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value.shadowMapResolution.3172 = 3172 Pixels §c⚠⚠⚠§r
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value.shadowMapResolution.4096 = 4096 Pixels §c⚠⚠⚠§r
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value.shadowMapResolution.8192 = 8192 Pixels §c⚠⚠⚠§r
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option.shadowDistance = ShadowMap Distance
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value.shadowDistance.32.0 = 2 Chunks
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value.shadowDistance.48.0 = 3 Chunks
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value.shadowDistance.64.0 = 4 Chunks
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value.shadowDistance.80.0 = 5 Chunks
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value.shadowDistance.96.0 = 6 Chunks
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value.shadowDistance.112.0 = 7 Chunks
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value.shadowDistance.128.0 = 8 Chunks
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value.shadowDistance.144.0 = 9 Chunks
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value.shadowDistance.160.0 = 10 Chunks
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value.shadowDistance.176.0 = 11 Chunks
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value.shadowDistance.192.0 = 12 Chunks
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value.shadowDistance.208.0 = 13 Chunks
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value.shadowDistance.224.0 = 14 Chunks
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value.shadowDistance.240.0 = 15 Chunks
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value.shadowDistance.256.0 = 16 Chunks
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value.shadowDistance.272.0 = 17 Chunks §c⚠⚠⚠§r
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value.shadowDistance.288.0 = 18 Chunks §c⚠⚠⚠§r
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value.shadowDistance.304.0 = 19 Chunks §c⚠⚠⚠§r
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value.shadowDistance.320.0 = 20 Chunks §c⚠⚠⚠§r
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value.shadowDistance.336.0 = 21 Chunks §c⚠⚠⚠§r
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value.shadowDistance.352.0 = 22 Chunks §c⚠⚠⚠§r
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value.shadowDistance.368.0 = 23 Chunks §c⚠⚠⚠§r
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value.shadowDistance.384.0 = 24 Chunks §c⚠⚠⚠§r
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value.shadowDistance.512.0 = 32 Chunks §c⚠⚠⚠§r
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value.shadowDistance.768.0 = 48 Chunks §c⚠⚠⚠§r
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value.shadowDistance.1024.0 = 64 Chunks §c⚠⚠⚠§r
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value.shadowDistance.1536.0 = 96 Chunks §c⚠⚠⚠§r
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value.shadowDistance.2048.0 = 128 Chunks §c⚠⚠⚠§r
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value.shadowDistance.4096.0 = 256 Chunks §c⚠⚠⚠§r
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value.shadowDistance.8192.0 = 512 Chunks §c⚠⚠⚠§r
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option.ENTITY_SHADOW_AMOUNT = Entity ShadowMap Distance
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value.ENTITY_SHADOW_AMOUNT.0 = §cOFF§r §bⓘ includes all entities§r
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value.ENTITY_SHADOW_AMOUNT.1 = 1% of ShadowMap Distance §bⓘ only for mobs§r
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value.ENTITY_SHADOW_AMOUNT.2 = 2% of ShadowMap Distance §bⓘ only for mobs§r
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value.ENTITY_SHADOW_AMOUNT.3 = 3% of ShadowMap Distance §bⓘ only for mobs§r
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value.ENTITY_SHADOW_AMOUNT.4 = 4% of ShadowMap Distance §bⓘ only for mobs§r
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value.ENTITY_SHADOW_AMOUNT.5 = 5% of ShadowMap Distance §bⓘ only for mobs§r
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value.ENTITY_SHADOW_AMOUNT.6 = 10% of ShadowMap Distance §bⓘ only for mobs§r
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value.ENTITY_SHADOW_AMOUNT.7 = 20% of ShadowMap Distance §bⓘ only for mobs§r
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value.ENTITY_SHADOW_AMOUNT.8 = 30% of ShadowMap Distance §bⓘ only for mobs§r
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value.ENTITY_SHADOW_AMOUNT.9 = 40% of ShadowMap Distance §bⓘ only for mobs§r
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value.ENTITY_SHADOW_AMOUNT.10 = 50% of ShadowMap Distance §bⓘ only for mobs§r
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value.ENTITY_SHADOW_AMOUNT.11 = 60% of ShadowMap Distance §bⓘ only for mobs§r
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value.ENTITY_SHADOW_AMOUNT.12 = 70% of ShadowMap Distance §bⓘ only for mobs§r
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value.ENTITY_SHADOW_AMOUNT.13 = 80% of ShadowMap Distance §bⓘ only for mobs§r
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value.ENTITY_SHADOW_AMOUNT.14 = 90% of ShadowMap Distance §bⓘ only for mobs§r
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value.ENTITY_SHADOW_AMOUNT.15 = 100% of ShadowMap Distance §bⓘ only for mobs§r
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screen.Filtering = ShadowMap Filtering Settings
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option.SHADOW_FILTER_SAMPLE_COUNT = Basic Shadow Filter Samples
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option.Min_Shadow_Filter_Radius = Minimum Shadow filter Radius
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option.Variable_Penumbra_Shadows = Variable Penumbra Shadows
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option.VPS_Search_Samples = VPS Filter Samples
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option.Max_Shadow_Filter_Radius = Maximum Shadow Filter Radius
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option.Max_Filter_Depth = Sun Size Factor
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option.LIGHTLEAKFIX_MODE = "lightleak fix" mode
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value.LIGHTLEAKFIX_MODE.0 = §cOFF§r §bⓘ sunlight will leak through walls§r
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value.LIGHTLEAKFIX_MODE.1 = gap fill/zoom. §bⓘ makes shadows blocky§r
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value.LIGHTLEAKFIX_MODE.2 = use sky light levels. §bⓘ no sunlight in low light levels§r
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###################################################### ↑↑↑ THIS SUBMENU'S DESCRIPTIONS
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screen.Direct_Light.comment = Configure settings related to the sun and shadows.
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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.
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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.
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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.
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screen.Filtering.comment = Configure the filtering effects applied to the shadows.
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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.
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option.Min_Shadow_Filter_Radius.comment = The maximum softness of the basic shadow filter.
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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;
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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.
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option.Max_Shadow_Filter_Radius.comment = The maximum softness the shadows can get when far away from what casted it.
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option.Max_Filter_Depth.comment = Configure the size of the sun. If the sun is larger, shadows get softer closer to what casts them.
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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
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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
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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
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###################################################### ↓↓↓ THIS SUBMENU'S LABELS
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screen.Ambient_light = Ambient Light
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screen.LPV = FloodFill Colored Lighting §cⓘ IRIS REQUIRED§r
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option.LPV_ENABLED = FloodFill Colored Lighting
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option.LPV_SIZE = FloodFill Render Distance
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value.LPV_SIZE.6 = 4 chunks
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value.LPV_SIZE.7 = 8 chunks
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value.LPV_SIZE.8 = 16 chunks
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option.LPV_SATURATION = Light Saturation
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suffix.LPV_SATURATION=%
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option.LPV_TINT_SATURATION = Glass Tint Saturation
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suffix.LPV_TINT_SATURATION=%
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option.LPV_NORMAL_STRENGTH = Normal Strength
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suffix.LPV_NORMAL_STRENGTH = %
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value.LPV_NORMAL_STRENGTH.0 = §cOFF
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option.LPV_ENTITY_LIGHTS = Entity Lights
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option.LPV_REDSTONE_LIGHTS = Redstone Lights
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option.LPV_COLORED_CANDLES = Colored Candles
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option.LPV_NOSHADOW_HACK = Iris <= 1.7.0 Fix
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option.LPV_VL_FOG_ILLUMINATION = Fog Light Propagation
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option.LPV_VL_FOG_ILLUMINATION_BRIGHTNESS = Fog Light Propagation Brightness
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suffix.LPV_VL_FOG_ILLUMINATION_BRIGHTNESS=%
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option.VANILLA_LIGHTMAP_MASK = Vanilla Torch lightmap Mask
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option.AO_in_sunlight = Apply AO to sunlight
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option.AO_Strength = AO Multiplier
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option.GI_Strength = GI Multiplier
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option.LONG_RANGE_SSRT = Long Range Marching (SSRT)
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option.UseQuarterResDepth = sample 1/4 resolution depth (SSRT)
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option.SKY_CONTRIBUTION_IN_SSRT = High Quality Ambient Light (SSRT)
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option.ambientOcclusionLevel = Vanilla AO Amount
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option.MINIMUM_OUTDOOR_LIGHT = Minimum Light Brightness §bⓘ Outdoors§
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option.MINIMUM_INDOOR_LIGHT = Minimum Light Brightness §bⓘ Indoors§
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option.indirect_effect = Indirect Lighting Mode
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value.indirect_effect.VANILLA_AO = Vanilla AO
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value.indirect_effect.SSAO_FILTERED = SSAO
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value.indirect_effect.SSAO_HQ = HQ SSAO
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value.indirect_effect.GTAO = GTAO
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value.indirect_effect.SSRT_AO = SSRT (AO only) §c⚠ LOTS OF VISUAL NOISE§r
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value.indirect_effect.SSRT_AO_GI = SSRT (AO + GI) §c⚠ LOTS OF VISUAL NOISE§r
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screen.INDIRECT_LIGHT_COLORS = Lighting Colors
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option.ambient_brightness = Ambient Light Brightness
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option.AmbientLight_R = ↑ Light Color R
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option.AmbientLight_G = ↑ Light Color G
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option.AmbientLight_B = ↑ Light Color B
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option.TORCH_AMOUNT = Torch Light Brightness
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option.TORCH_R = ↑ Light Color R
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option.TORCH_G = ↑ Light Color G
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option.TORCH_B = ↑ Light Color B
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option.HANDHELD_LIGHTSOURCE_MODE = Handheld Light Mode
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value.HANDHELD_LIGHTSOURCE_MODE.0 = §cOFF
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value.HANDHELD_LIGHTSOURCE_MODE.1 = Point Light §bⓘ From Lightsource Items§
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value.HANDHELD_LIGHTSOURCE_MODE.2 = Flashlight §bⓘ From Lightsource Items§
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value.HANDHELD_LIGHTSOURCE_MODE.3 = Flashlight §bⓘ Always on§r
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screen.HANDHELD_LIGHTSOURCE_SETTINGS = Handheld Light Settings
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option.HANDHELD_LIGHTSOURCE_RANGE = Handheld Light Range
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value.HANDHELD_LIGHTSOURCE_RANGE.0 = Use Held Item's Light Level
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value.HANDHELD_LIGHTSOURCE_RANGE.1 = 1 block
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suffix.HANDHELD_LIGHTSOURCE_RANGE = §c§r blocks
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option.HANDHELD_LIGHTSOURCE_BRIGHTNESS = Handheld Light brightness
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option.HANDHELD_LIGHTSOURCE_RANGE = Handheld Light Range
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option.HANDHELD_LIGHTSOURCE_SPECULAR = Reflections from Handheld Light
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option.HANDHELD_LIGHTSOURCE_R = ↑ Light Color R
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option.HANDHELD_LIGHTSOURCE_G = ↑ Light Color G
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option.HANDHELD_LIGHTSOURCE_B = ↑ Light Color B
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option.HANDHELD_LIGHTSOURCE_SSRT_SHADOWS = Shadows from Handheld Light
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value.HANDHELD_LIGHTSOURCE_SSRT_SHADOWS.0 = §cOFF
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value.HANDHELD_LIGHTSOURCE_SSRT_SHADOWS.1 = ON §bⓘ First & Third Person§r
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value.HANDHELD_LIGHTSOURCE_SSRT_SHADOWS.2 = ON §bⓘ First Person only§r
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option.FLASHLIGHT_BOUNCED_INDIRECT = (Flashlight) Bounced light §c⚠ CURRENTLY BROKEN§r
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option.FLASHLIGHT_FOG_ILLUMINATION = (Flashlight) Fog illumination §c⚠ CURRENTLY BROKEN§r
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option.FLASHLIGHT_BRIGHTNESS_MULT = (Flashlight) Brightness Multiplier
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option.FLASHLIGHT_SIZE = (Flashlight) Flashlight Size
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option.FLASHLIGHT_BRIGHTNESS_FALLOFF_MULT = (Flashlight) Range Falloff Multiplier
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###################################################### ↑↑↑ THIS SUBMENU'S DESCRIPTIONS
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screen.Ambient_light.comment = Configure settings related to the lighting in shaded places
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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.
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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.
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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
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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
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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.
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option.ambient_brightness.comment = Configure the brightnes of lighting in shaded places
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option.MIN_LIGHT_AMOUNT.comment = Configure the minimum amount of light that can be in shaded places.
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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
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screen.Ambient_Colors.comment = Configure the color of light in shaded areas.
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screen.Torch_Colors.comment = Configure the color of light from torches or other placed lightsources.
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option.LPV_SIZE.comment = Configures the size of the volume for colored lighting.
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option.LPV_SATURATION.comment = Configures how intense the color is for colored lighting.
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option.LPV_TINT_SATURATION.comment = Configures how intense the color is for colored lighting passing through translucent things like stained glass.
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option.LPV_NORMAL_STRENGTH.comment = Configure the amount surface normals will affect lighting direction.
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option.LPV_ENTITY_LIGHTS.comment = Allows entities to contribute to colored lighting.
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option.LPV_REDSTONE_LIGHTS.comment = Allows redstone blocks to contribute to colored lighting.
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option.LPV_COLORED_CANDLES.comment = Allows colored candles to emit matching colored lighting.
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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.
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option.LPV_VL_FOG_ILLUMINATION.comment = Allow the colored lighting to light up the air around it.
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option.LPV_VL_FOG_ILLUMINATION_BRIGHTNESS.comment = Configure the brightness of lit up fog.
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###################################################### ↓↓↓ THIS SUBMENU'S LABELS
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screen.Resource_Pack_Support = Materials / Resource Pack Support
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screen.SPECULAR = Specular Reflections
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option.DEFERRED_SPECULAR = Reflections on terrain
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option.DEFERRED_SSR_QUALITY =^ Environment reflections
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value.DEFERRED_SSR_QUALITY.0 =§cOFF
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value.DEFERRED_SSR_QUALITY.1 = mirrored view mode
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suffix.DEFERRED_SSR_QUALITY = §§ samples
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option.DEFERRED_BACKGROUND_REFLECTION =^ Background reflections
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option.DEFERRED_ROUGH_REFLECTION =^ Rough reflections §c⚠ CAN CAUSE VISUAL NOISE§r
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option.FORWARD_SPECULAR = Reflections on water, glass
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option.FORWARD_SSR_QUALITY =^ Environment reflections
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value.FORWARD_SSR_QUALITY.0 =§cOFF
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value.FORWARD_SSR_QUALITY.1 = mirrored view mode
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suffix.FORWARD_SSR_QUALITY = §§ samples
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option.FORWARD_BACKGROUND_REFLECTION =^ Background reflections
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option.FORWARD_ROUGH_REFLECTION =^ Rough reflections §c⚠ CAN CAUSE VISUAL NOISE§r
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option.SUN_SPECULAR_MULT = Sun/Moon reflection
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value.SUN_SPECULAR_MULT.0 =§cOFF
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value.SUN_SPECULAR_MULT.1 = ON
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suffix.SUN_SPECULAR_MULT =x brighter
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option.ROUGHNESS_TRESHOLD = Reflection visibilty threshold
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value.ROUGHNESS_TRESHOLD.0.0 = no threshold
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screen.Emissives = Emissives / Glowing Textures
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option.Emissive_Brightness = Emission Multiplier
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option.Emissive_Curve = Emission Curve
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option.EMISSIVE_TYPE = Mode
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value.EMISSIVE_TYPE.0 = No emission
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value.EMISSIVE_TYPE.1 = Hardcoded only
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value.EMISSIVE_TYPE.2 = Hardcoded + Lab Emission
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value.EMISSIVE_TYPE.3 = Lab Emission only
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screen.Subsurface_Scattering = Sub-Surface Scattering
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option.LabSSS_Curve = LabSSS Curve
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option.MISC_BLOCK_SSS = SSS for random blocks
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option.MOB_SSS = SSS for mobs
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option.Ambient_SSS = SSS from the sky
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option.ambientsss_brightness = Sky SSS Brightness
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option.SSS_TYPE = Mode
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value.SSS_TYPE.0 = None
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value.SSS_TYPE.1 = Hardcoded only
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value.SSS_TYPE.2 = Hardcoded + LabSSS
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value.SSS_TYPE.3 = LabSSS only
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screen.POM = Parallax Occlusion Mapping / POM
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option.POM = Parallax Occlusion Mapping / POM
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option.MAX_ITERATIONS = Quality
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suffix.MAX_ITERATIONS = §r Steps
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option.POM_DEPTH = Depth
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suffix.POM_DEPTH = §r Centimeters
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value.POM_DEPTH.1 = 1 Centimeter
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value.POM_DEPTH.100 = 1 Meter
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option.MAX_DIST = Maximum Distance
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suffix.MAX_DIST = §r Meters
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option.Adaptive_Step_length = Dynamic Quality
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option.Horrible_slope_normals = Horrible Slope Normals
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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
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|
|
|
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
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|
|
|
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
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|
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
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|
|
|
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
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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
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|
|
|
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
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|
|
|
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.
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|
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
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|
|
|
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.
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|
|
|
###################################################### ↓↓↓ 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
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value.USE_CUSTOM_JUNGLE_CATEGORY_PROFILE.1 = §f↓§r Use Custom Preset §f↓§r
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screen.CUSTOM_JUNGLE_CATEGORY_PROFILE_1 = Custom Preset
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option.CUSTOM_SWAMP_PROFILE_1_UNIFORM_FOG_DENSITY = Uniform Fog Density
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option.CUSTOM_SWAMP_PROFILE_1_CLUMPY_FOG_DENSITY = Clumpy Fog Density
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option.CUSTOM_SWAMP_PROFILE_1_FOG_COLOR_R = Fog Color Red
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option.CUSTOM_SWAMP_PROFILE_1_FOG_COLOR_G = Fog Color Green
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option.CUSTOM_SWAMP_PROFILE_1_FOG_COLOR_B = Fog Color Blue
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option.CUSTOM_JUNGLE_PROFILE_1_UNIFORM_FOG_DENSITY = Uniform Fog Density
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option.CUSTOM_JUNGLE_PROFILE_1_CLUMPY_FOG_DENSITY = Clumpy Fog Density
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option.CUSTOM_JUNGLE_PROFILE_1_FOG_COLOR_R = Fog Color Red
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option.CUSTOM_JUNGLE_PROFILE_1_FOG_COLOR_G = Fog Color Green
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option.CUSTOM_JUNGLE_PROFILE_1_FOG_COLOR_B = Fog Color Blue
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###################################################### ↑↑↑ THIS SUBMENU'S DESCRIPTIONS
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###################################################### ↓↓↓ THIS SUBMENU'S LABELS
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screen.Climate = Climate Settings
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option.Seasons = Seasonal Colors
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option.Season_Length = Season Length (In Days)
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option.Start_Season = Starting Season
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value.Start_Season.0 = Summer (Default)
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value.Start_Season.1 = Fall
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value.Start_Season.2 = Winter
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value.Start_Season.3 = Spring
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option.Snowy_Winter = Snow During Winter
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screen.Summer_colors = Summer Colors
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option.Summer_R = Red Amount
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option.Summer_G = Green Amount
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option.Summer_B = Blue Amount
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option.Summer_Leaf_R = Red Amount (for leaves)
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option.Summer_Leaf_G = Green Amount (for leaves)
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option.Summer_Leaf_B = Blue Amount (for leaves)
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screen.Fall_colors = Fall Colors
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option.Fall_R = Red Amount
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option.Fall_G = Green Amount
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option.Fall_B = Blue Amount
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option.Fall_Leaf_R = Red Amount (for leaves)
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option.Fall_Leaf_G = Green Amount (for leaves)
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option.Fall_Leaf_B = Blue Amount (for leaves)
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screen.Winter_colors = Winter Colors
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option.Winter_R = Red Amount
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option.Winter_G = Green Amount
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option.Winter_B = Blue Amount
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option.Winter_Leaf_R = Red Amount (for leaves)
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option.Winter_Leaf_G = Green Amount (for leaves)
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option.Winter_Leaf_B = Blue Amount (for leaves)
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screen.Spring_colors = Spring Colors
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option.Spring_R = Red Amount
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option.Spring_G = Green Amount
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option.Spring_B = Blue Amount
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option.Spring_Leaf_R = Red Amount (for leaves)
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option.Spring_Leaf_G = Green Amount (for leaves)
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option.Spring_Leaf_B = Blue Amount (for leaves)
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screen.SWAMP = Swamp
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option.SWAMP_ENV = Swamp Environment
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option.SWAMP_UNIFORM_DENSITY = Uniform Fog Density
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option.SWAMP_CLOUDY_DENSITY = Cloudy Fog Density
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option.SWAMP_R = Red Amount
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option.SWAMP_G = Green Amount
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option.SWAMP_B = Blue Amount
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screen.JUNGLE = Jungle
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option.JUNGLE_ENV = Jungle Environment
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option.JUNGLE_UNIFORM_DENSITY = Uniform Fog Density
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option.JUNGLE_CLOUDY_DENSITY = Cloudy Fog Density
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option.JUNGLE_R = Red Amount
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option.JUNGLE_G = Green Amount
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option.JUNGLE_B = Blue Amount
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screen.DARKFOREST = Dark Forest
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option.DARKFOREST_ENV = Dark Forest Environment
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option.DARKFOREST_UNIFORM_DENSITY = Uniform Fog Density
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option.DARKFOREST_CLOUDY_DENSITY = Cloudy Fog Density
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option.DARKFOREST_R = Red Amount
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option.DARKFOREST_G = Green Amount
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option.DARKFOREST_B = Blue Amount
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###################################################### ↑↑↑ THIS SUBMENU'S DESCRIPTIONS
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screen.Climate.comment = Configure settings related to the climate, like seasonal colors, daily weather, and biome specific fog.
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screen.Seasons.comment = Seasonal colors that cycle through, summer, fall, winter, and spring.
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option.Seasons.comment = Seasonal colors that cycle through, summer, fall, winter, and spring. §a⚠ PERFORMANCE COST:§r low
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option.Season_Length.comment = Control how long a single season lasts, in minecraft days.
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option.Snowy_Winter.comment = Toggle snow during winter. §a⚠ PERFORMANCE COST:§r low
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screen.Summer_colors.comment = Configure the colors of vegetation during summer.
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screen.Fall_colors.comment = Configure the colors of vegetation during fall.
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screen.Winter_colors.comment = Configure the colors of vegetation during winter.
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screen.Spring_colors.comment = Configure the colors of vegetation during spring.
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option.PER_BIOME_ENVIRONMENT.comment = Toggle all special environments that only appear in some biomes. §a⚠ PERFORMANCE COST:§r low
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screen.SWAMP.comment = Configure the environment in this biome type.
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option.SWAMP_ENV.comment = Toggle the environment only for this biome type. The other biome environments remain active even if this one is disabled.
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screen.JUNGLE.comment = Configure the environment in this biome type.
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option.JUNGLE_ENV.comment = Toggle the environment only for this biome type. The other biome environments remain active even if this one is disabled.
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screen.DARKFOREST.comment = Configure the environment in this biome type.
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option.DARKFOREST_ENV.comment = Toggle the environment only for this biome type. The other biome environments remain active even if this one is disabled.
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###################################################### ↓↓↓ THIS SUBMENU'S LABELS
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screen.Water = Water Settings
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option.FAKE_REFRACTION_EFFECT = Refraction In Water/Glass
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option.Dirt_Amount = Dirt Amount
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option.Water_Top_Layer = Ocean Y coordinate
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option.WATER_WAVE_STRENGTH = Wave Strength
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option.SNELLS_WINDOW = Snell's Window
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option.MINIMUM_WATER_ABSORBANCE = Minimum Water Absorbance
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value.MINIMUM_WATER_ABSORBANCE.-1 = AUTO
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option.FAKE_REFRACTION_AMOUNT = Refraction Amount
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value.FAKE_REFRACTION_AMOUNT.0 = §cOFF
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suffix.FAKE_REFRACTION_AMOUNT =%
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option.FAKE_DISPERSION_AMOUNT = Rainbow Dispersion Amount
|
|
value.FAKE_DISPERSION_AMOUNT.0 = §cOFF
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suffix.FAKE_DISPERSION_AMOUNT =%
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option.REFRACTION_SMUDGE_AMOUNT = Smudge Amount
|
|
value.REFRACTION_SMUDGE_AMOUNT.0 = §cOFF
|
|
suffix.REFRACTION_SMUDGE_AMOUNT =%
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screen.Water_fog_color = Water Fog Settings
|
|
option.Dirt_Scatter_R = Scatter Red (dirt)
|
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option.Dirt_Scatter_G = Scatter Green (dirt)
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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)
|
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option.Water_Absorb_B = Absorb Blue (water)
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###################################################### ↑↑↑ THIS SUBMENU'S DESCRIPTIONS
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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.
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###################################################### ↓↓↓ THIS SUBMENU'S LABELS
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screen.World = World
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option.WAVY_SPEED = Waving Foliage Speed
|
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option.FOLIAGE_ANIMATION_AMOUNT = Waving Foliage Amount
|
|
value.FOLIAGE_ANIMATION_AMOUNT.0 = §cOFF
|
|
suffix.FOLIAGE_ANIMATION_AMOUNT = %
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option.CURVATURE_AMOUNT = Planet Curvature Amount §bⓘ Voxy Not Supported§r
|
|
value.CURVATURE_AMOUNT.0 = §cOFF
|
|
suffix.CURVATURE_AMOUNT = %
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option.SKY_GROUND = Atmosphere ground
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option.AEROCHROME_MODE=Aerochrome Mode
|
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option.AEROCHROME_PINKNESS=Aerochrome Red:Pink Ratio
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option.AEROCHROME_WOOL_ENABLED=Aerochrome Wool
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option.AEROCHROME_MODE.comment = Infrared Film. Google "Aerochrome" to get an idea of what it does.
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option.AEROCHROME_PINKNESS.comment = Higher = Pink. Lower = Red
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|
option.AEROCHROME_WOOL_ENABLED.comment = Technically wool things should be affected but it ruins a lot of builds. nable to be more technically correct.
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###################################################### ↑↑↑ THIS SUBMENU'S DESCRIPTIONS
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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
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###################################################### ↓↓↓ 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
|
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|
|
screen.PHYSICS_MOD_OCEAN = Physics Mod §c⚠ READ DESCRIPTION§r
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###################################################### ↑↑↑ THIS SUBMENU'S DESCRIPTIONS
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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
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###################################################### ↓↓↓ THIS SUBMENU'S LABELS
|
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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 |