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Eclipse-Shader/shaders/lang/en_us.lang
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option.SHADER_VERSION_LABEL = §d§lECLIPSE§r - A Bliss Edit
prefix.SHADER_VERSION_LABEL = V
value.SHADER_VERSION_LABEL.482 = 5.0.0
# if you're here to translate, this is not a joke, these do what they say
profile.POTATO=§4Potato
profile.VERY_LOW=§cVery Low
profile.LOW=§aLow
profile.MEDIUM=§2Medium §6§l(Recommended)
profile.ALTERNATE_MEDIUM=§2Medium §7(Alternate Style)
profile.HIGH=§bHigh §6§l(Recommended)
profile.ALTERNATE_HIGH=§bHigh §7(Alternate Style)
profile.HIGH_GRASS=§bHigh + Shader Grass
profile.ALTERNATE_HIGH_GRASS=§bHigh + Shader Grass §7(Alt. Style)
profile.VERY_HIGH=§9Very High
profile.ULTRA=§dUltra
option.OLD_LIGHTLEAK_FIX = Old Lightleak Fix
option.CAVE_DETECTION = Cave detection
value.CAVE_DETECTION.0.0 = ON
value.CAVE_DETECTION.1.0 = Y < 62.0
value.CAVE_DETECTION.2.0 = OFF
option.sunPathRotation = Sun Angle
suffix.sunPathRotation = °
option.sun_illuminance = Sun Brightness
option.moon_illuminance = Moon Brightness
option.MOONPHASE_BASED_MOONLIGHT = Moonphase based brightness levels
option.LIGHTLEAKFIX_MODE = "Lightleak Fix" Mode
value.LIGHTLEAKFIX_MODE.0 = None. §cSunlight will leak through walls§r
value.LIGHTLEAKFIX_MODE.1 = Gap fill/zoom. §cMakes shadows blocky§r
value.LIGHTLEAKFIX_MODE.2 = Use sky lightmap levels. §cNo sunlight in low lightmap levels§r
option.colortype = coloring mode
value.colortype.1 = RGB color (above)
option.sunColorR = Sun Color: Red
option.sunColorG = Sun Color: Green
option.sunColorB = Sun Color: Blue
option.moonColorR = Moon Color: Red
option.moonColorG = Moon Color: Green
option.moonColorB = Moon Color: Blue
value.colortype.2 = Kelvin temperature (below)
option.Sun_temp = Sun Temperature
suffix.Sun_temp = K
option.Moon_temp = Moon Temperature
suffix.Moon_temp = K
screen.MoonOptions = Moon Settings
option.SMOOTH_MOON_ROTATION = Smooth Moon Movement
screen.SunOptions = Sun Settings
option.SMOOTH_SUN_ROTATION = Smooth Sun Movement
screen.Smoothing_Settings = Smoothing Settings
screen.SMOOTHING_DISCLAIMER = §c IF USING A DAYTIME CHANGE MOD: SET THESE TO THE SAME VALUES OF THE MOD
screen.SMOOTHING_DISCLAIMER2 = §c OTHERWISE DON'T CHANGE THEM
screen.CUSTOM_MOON_SETTINGS = Custom Moon Settings
option.REALMOON = Realistic Moon Texture
option.MOON_NORMALS = Realistic Moon Normals §c(requires Custom Moon Rotation!)§r
option.CUSTOM_MOON_ROTATION = Custom Moon Rotation
option.CAELUM_SUPPORT = Caelum (ArdaCraft) Support
option.CAELUM_SUPPORT.comment = §cREQUIRES CUSTOM MOON ROTATION.§r Changes the light casted by the sun/moon to the correct position specified by Caelum.
option.MOON_SIZE_SETTING = Moon Size
option.MOON_LATITUDE = Latitude
suffix.MOON_LATITUDE = °
option.MONTH_LENGTH = Month Length
value.MONTH_LENGTH.6 = 6 Days
value.MONTH_LENGTH.7 = 7 Days
value.MONTH_LENGTH.8 = 8 Days
value.MONTH_LENGTH.9 = 9 Days
value.MONTH_LENGTH.10 = 10 Days
value.MONTH_LENGTH.11 = 11 Days
value.MONTH_LENGTH.12 = 12 Days
value.MONTH_LENGTH.13 = 13 Days
value.MONTH_LENGTH.14 = 14 Days
value.MONTH_LENGTH.15 = 15 Days
value.MONTH_LENGTH.16 = 16 Days
option.EARTH_ROTATION_TILT = Earth Rotation Tilt
suffix.EARTH_ROTATION_TILT = °
screen.CUSTOM_MOON_ROTATION_DISCLAIMER = §cChanging the values below might prevent eclipses!§r
screen.CUSTOM_MOON_ROTATION_DISCLAIMER2 = §cChanging sun angle might prevent eclipses!§r
screen.CUSTOM_MOON_ROTATION_DISCLAIMER3 = §cOne eclipse per ingame year guaranteed at -35° and -45°!§r
option.MOON_TIME_OFFSET = Moon Time Offset (Ticks)
option.CUSTOM_SHADOWS_QUALITY = Custom Shadows Culling
value.CUSTOM_SHADOWS_QUALITY.0 = Off
value.CUSTOM_SHADOWS_QUALITY.1 = Fast
value.CUSTOM_SHADOWS_QUALITY.2 = Fancy
option.CUSTOM_SHADOWS_QUALITY.comment = Specify culling of custom light positions (Moon, Lightning, End). Can cause some shadows to be culled that shouldn't be culled
screen.EndLighting = End Lighting
option.END_ISLAND_LIGHT = Main End Island Light
option.Max_Filter_Depth_END = Light Size Factor
option.Min_Shadow_Filter_Radius_END = Minimum Shadow Filter Radius
option.STARS_AMOUNT = Stars Amount
option.STARS_BRIGHTNESS = Stars Brightness
screen.Misc_Settings = Other Settings
screen.EXPERIMENTAL_STUFF = Experimental Stuff
screen.DEBUG_STUFF = §cDebug Settings§r
screen.LEGACY_STUFF = Legacy Settings
screen.Mod_support = Settings For Supported Mods
option.RESOURCEPACK_SKY = Resource Pack Sky - §cWARNING:§r read the description!
value.RESOURCEPACK_SKY.0 = Do not use
value.RESOURCEPACK_SKY.1 = Sky + Shader sun/moon
value.RESOURCEPACK_SKY.2 = Full sky
value.RESOURCEPACK_SKY.3 = Shader Sky + RP sun/moon
screen.Foliage = Foliage
option.WAVY_PLANTS = Waving Plants
option.WAVY_STRENGTH = Waving Strength
option.WAVY_SPEED = Waving Speed
option.SHADER_GRASS = Shader Grass §c(Iris 1.7+)
option.GRASS_BASE_THICKNESS = Grass Blade Base Thickness
option.GRASS_THICKNESS_FALLOFF = Grass Thickness Falloff
option.GRASS_THICKNESS_FALLOFF.comment = Controls how quickly each blade of grass becomes narrower. At 1.0 it will stay the same thickness until the tip
option.BASE_GRASS_HEIGHT = Grass Base Height
option.BASE_GRASS_HEIGHT.comment = The grass height of normal grass
option.SHORT_GRASS_HEIGHT = Short Grass Height
option.SHORT_GRASS_HEIGHT.comment = The grass height of the replaced vanilla short grass
option.REPLACE_SHORT_GRASS = Replace Vanilla Short Grass
option.REPLACE_SHORT_GRASS.comment = Control how vanilla short grass should be treated
value.REPLACE_SHORT_GRASS.0 = No
value.REPLACE_SHORT_GRASS.1 = Yes
value.REPLACE_SHORT_GRASS.2 = Short Grass only
option.GRASS_DETECT_FALLOFF = Grass Bottom Detection
option.GRASS_DETECT_FALLOFF.comment = This shortens the blade height of grass around grass edges
option.GRASS_DETECT_INV_FALLOFF = Grass Side Detection
option.GRASS_DETECT_INV_FALLOFF.comment = This increases the blade height if a block or short grass is next to it
option.GRASS_DENSITY = Grass Density
value.GRASS_DENSITY.0 = Low
value.GRASS_DENSITY.1 = Medium
value.GRASS_DENSITY.2 = High
value.GRASS_DENSITY.3 = Very High
option.GRASS_QUALITY = Grass Quality
option.GRASS_QUALITY.comment = Controls the maximum amount of triangles a blade can have. Low: 3 Triangles. Medium: 5 Triangles. High: 7 Triangles
value.GRASS_QUALITY.0 = Low
value.GRASS_QUALITY.1 = Medium
value.GRASS_QUALITY.2 = High
option.GRASS_RANGE = Grass Maximum Range
option.GRASS_WAVY_STRENGTH = Grass Waving Strength
option.GRASS_RANDOMNESS = Grass Randomness Strength
option.GRASS_NOISE1_SCALE = Grass Randomness Noise 1 Scale
option.GRASS_NOISE2_SCALE = Grass Randomness Noise 2 Scale
screen.Direct_Light = Direct Light
screen.Shadows = Shadows
option.TRANSLUCENT_COLORED_SHADOWS = Colored Shadows
option.SCREENSPACE_CONTACT_SHADOWS = Screen-space Shadows
option.RENDER_ENTITY_SHADOWS = Shadows for Entities
option.RENDER_PLAYER_SHADOWS = Shadows for the Player
option.shadowMapResolution = Shadow Resolution
option.shadowDistance = Shadow Distance
value.shadowDistance.32.0 = 2 Chunks
value.shadowDistance.48.0 = 3 Chunks
value.shadowDistance.64.0 = 4 Chunks
value.shadowDistance.80.0 = 5 Chunks
value.shadowDistance.96.0 = 6 Chunks
value.shadowDistance.112.0 = 7 Chunks
value.shadowDistance.128.0 = 8 Chunks
value.shadowDistance.144.0 = 9 Chunks
value.shadowDistance.160.0 = 10 Chunks
value.shadowDistance.176.0 = 11 Chunks
value.shadowDistance.192.0 = 12 Chunks
value.shadowDistance.208.0 = 13 Chunks
value.shadowDistance.224.0 = 14 Chunks
value.shadowDistance.240.0 = 15 Chunks
value.shadowDistance.256.0 = 16 Chunks
value.shadowDistance.272.0 = 17 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.288.0 = 18 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.304.0 = 19 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.320.0 = 20 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.336.0 = 21 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.352.0 = 22 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.368.0 = 23 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.384.0 = 24 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.512.0 = 32 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.768.0 = 48 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.1024.0 = 64 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.1536.0 = 96 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.2048.0 = 128 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.4096.0 = 256 Chunks §cNOT RECOMMENDED§r
value.shadowDistance.8192.0 = 512 Chunks §cNOT RECOMMENDED§r
option.entityShadowDistanceMul = Entity Shadow Distance
value.entityShadowDistanceMul.0.01 = 1% of Shadow Distance
value.entityShadowDistanceMul.0.02 = 2% of Shadow Distance
value.entityShadowDistanceMul.0.03 = 3% of Shadow Distance
value.entityShadowDistanceMul.0.04 = 4% of Shadow Distance
value.entityShadowDistanceMul.0.05 = 5% of Shadow Distance
value.entityShadowDistanceMul.0.10 = 10% of Shadow Distance
value.entityShadowDistanceMul.0.15 = 15% of Shadow Distance
value.entityShadowDistanceMul.0.20 = 20% of Shadow Distance
value.entityShadowDistanceMul.0.25 = 25% of Shadow Distance
value.entityShadowDistanceMul.0.30 = 30% of Shadow Distance
value.entityShadowDistanceMul.0.35 = 35% of Shadow Distance
value.entityShadowDistanceMul.0.40 = 40% of Shadow Distance
value.entityShadowDistanceMul.0.45 = 45% of Shadow Distance
value.entityShadowDistanceMul.0.50 = 50% of Shadow Distance
value.entityShadowDistanceMul.0.75 = 75% of Shadow Distance
value.entityShadowDistanceMul.1.00 = 100% of Shadow Distance
option.LIGHTNING_SHADOWS = Lightning Shadows
value.LIGHTNING_SHADOWS.0 = Off
value.LIGHTNING_SHADOWS.1 = Only at night
value.LIGHTNING_SHADOWS.2 = On
option.LIGHTNING_SHADOWS.comment = Makes lightning cast shadows. Replaces moon and/or sun shadows while lightning is active. §cREQUIRES CUSTOM MOON ROTATION§r
screen.Sun_and_Moon_Colors = Sun/Moon Colors
option.Sun_temp = Sun Temperature
option.Moon_temp = Moon Temperature
screen.Filtering = Shadow Filtering Settings
option.BASIC_SHADOW_FILTER = Basic Shadow Filter
option.SHADOW_FILTER_SAMPLE_COUNT = Basic Shadow Filter Samples
option.Min_Shadow_Filter_Radius = Minimum Shadow Filter Radius
option.Variable_Penumbra_Shadows = Variable Penumbra Shadows
option.VPS_Search_Samples = VPS Filter Samples
option.Max_Shadow_Filter_Radius = Maximum Shadow Filter Radius
option.Max_Filter_Depth = Sun Size Factor
screen.LPV = FloodFill (Colored Lights) - §cIRIS REQUIRED§r
option.LPV_ENABLED = Enabled
option.LPV_SIZE = Size
value.LPV_SIZE.6 = Small [64]
value.LPV_SIZE.7 = Medium [128]
value.LPV_SIZE.8 = Large [256]
option.LPV_SATURATION = Light Saturation
suffix.LPV_SATURATION=%
option.LPV_TINT_SATURATION = Tint Saturation
suffix.LPV_TINT_SATURATION=%
option.LPV_NORMAL_STRENGTH = Normal Strength
suffix.LPV_NORMAL_STRENGTH = %
value.LPV_NORMAL_STRENGTH.0 = OFF
option.LPV_ENTITY_LIGHTS = Entity Lights
option.LPV_REDSTONE_LIGHTS = Redstone Lights
option.LPV_COLORED_CANDLES = Colored Candles
option.LPV_NOSHADOW_HACK = Iris <= 1.7.0 Fix
option.LPV_VL_FOG_ILLUMINATION = Fog Light Propagation
value.LPV_VL_FOG_ILLUMINATION.0 = Off
value.LPV_VL_FOG_ILLUMINATION.1 = Only Indoors
value.LPV_VL_FOG_ILLUMINATION.2 = On
option.LPV_VL_FOG_ILLUMINATION_BRIGHTNESS = Fog Light Propagation Brightness
suffix.LPV_VL_FOG_ILLUMINATION_BRIGHTNESS=%
option.VANILLA_LIGHTMAP_MASK = Vanilla Lightmap Mask
option.LPV_HANDHELD_SHADOWS = Handheld Shadows
option.LPV_HANDHELD_SHADOWS_STRENGTH = Handheld Shadows Strength
option.LPV_HANDHELD_SHADOWS_QUALITY = Handheld Shadows Quality
value.LPV_HANDHELD_SHADOWS_QUALITY.0 = Low
value.LPV_HANDHELD_SHADOWS_QUALITY.1 = High
screen.Ambient_light = Ambient Light
option.AO_Strength = AO Multiplier
option.GI_Strength = GI Multiplier
option.HQ_SSGI = Long Range Marching
option.UseQuarterResDepth = Sample 1/4 resolution depth
option.Hand_Held_lights = Hand Held Light
option.SKY_CONTRIBUTION_IN_SSRT = High Quality Ambient Light
option.ambientOcclusionLevel = Vanilla AO Amount
option.ambient_brightness = Ambient Light Brightness
option.MIN_LIGHT_AMOUNT = Minimum Light Brightness Outside
option.MIN_LIGHT_AMOUNT_INSIDE = Minimum Light Brightness Inside
option.indirect_effect = Indirect Lighting
value.indirect_effect.VANILLA_AO = Vanilla AO
value.indirect_effect.SSAO_FILTERED = SSAO
value.indirect_effect.SSAO_HQ = HQ SSAO
value.indirect_effect.GTAO = GTAO
value.indirect_effect.SSRT_AO = SSRT (AO only) - §cVISUAL NOISE§r
value.indirect_effect.SSRT_AO_GI = SSRT (AO + GI) - §cVISUAL NOISE§r
option.RAY_COUNT = Ray Count
option.RAY_COUNT.comment = Helps reduce visual noise of SSRT. §aPERFORMANCE COST:§r High
option.HANDHELD_LIGHT_RANGE = Handheld Light Range
screen.SSRT_SETTINGS = SSRT Settings
screen.Ambient_Colors = Ambient Light Color
option.AmbientLight_R = Red Amount
option.AmbientLight_G = Green Amount
option.AmbientLight_B = Blue Amount
option.SeparateAmbientColorRain = Separate Ambient Light Color during Rain/Thunder
option.AmbientLightRain_R = Red (Rain)
option.AmbientLightRain_G = Green (Rain)
option.AmbientLightRain_B = Blue (Rain)
option.AmbientLightThunder_R = Red (Thunder)
option.AmbientLightThunder_G = Green (Thunder)
option.AmbientLightThunder_B = Blue (Thunder)
option.AmbientLightEnd_R = Red (End)
option.AmbientLightEnd_G = Green (End)
option.AmbientLightEnd_B = Blue (End)
option.ambient_colortype = Coloring Type
value.ambient_colortype.0 = Temperature
value.ambient_colortype.1 = RGB
screen.Torch_Colors = Torch Color
option.TORCH_AMOUNT = Torch Light Multiplier
option.TORCH_R = Red Amount
option.TORCH_G = Green Amount
option.TORCH_B = Blue Amount
screen.Fog = Fog Settings
option.VL_RENDER_RESOLUTION = Volumetric Resolution Scaling
option.VL_SAMPLES = Fog Samples
option.FOG_START_HEIGHT = Fog Start Height
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_mult = Fog Density Multiplier
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
option.PER_BIOME_ENVIRONMENT = Per Biome Environments
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.END_LIGHTNING = End Lightning in Fog
option.END_HAZE_DENSTIY = End Haze Density
option.NETHER_PLUME_DENSITY = Nether Smoke Density
option.NETHER_CEILING_SMOKE_DENSITY = Nether Ceiling Smoke Density
option.NETHER_HAZE_DENSITY = Nether Haze Density
screen.FOG_LIGHTING_COLORS = Fog Colors
option.VORTEX_LIGHT_COL_R = Main End Island Fog/Light Red
option.VORTEX_LIGHT_COL_G = Main End Island Fog/Light Green
option.VORTEX_LIGHT_COL_B = Main End Island Fog/Light Blue
option.END_LIGHTNING_COL_R = End Lightning Red
option.END_LIGHTNING_COL_G = End Lightning Green
option.END_LIGHTNING_COL_B = End Lightning Blue
screen.Clouds = Cloud Settings
option.VOLUMETRIC_CLOUDS = Volumetric Clouds
option.HQ_CLOUD_UPSAMPLE = More accurate upsampling
option.HQ_CLOUD_UPSAMPLE.comment = Lowers light leaking around edges. §aPERFORMANCE COST:§r low
option.CLOUDS_QUALITY = Cloud Resolution Scaling
option.CLOUDS_SHADOWS = Cloud Shadows
option.CLOUD_SHADOW_STRENGTH = Cloud Shadow Strength
option.CLOUD_MOVEMENT_TYPE = Cloud Movement
value.CLOUD_MOVEMENT_TYPE.0 = World Time based
value.CLOUD_MOVEMENT_TYPE.1 = Real Time based
option.Cloud_Speed = Cloud Speed Multiplier
option.Rain_coverage = Extra Rain Coverage
option.Thunder_coverage = Extra Thunder Coverage
option.Daily_Weather = Daily Weather
value.CLOUD_PHASE.0 = Henyey-Greenstein
value.CLOUD_PHASE.1 = Cornette-Shanks
value.CLOUD_PHASE.2 = Henyey-Greenstein-Draine
screen.CumulusClouds = Cumulus Clouds
option.CloudLayer0 = Small Cumulus Clouds
option.CloudLayer0_coverage = Coverage
option.CloudLayer0_density = Density
option.CloudLayer0_height = Height
option.CloudLayer0_tallness = Tallness
option.CloudLayer0_scale = Scale
option.CloudLayer0_detail = Detail
option.CloudLayer0_distance = Distance
option.CloudLayer1 = Large Cumulus Clouds
option.CloudLayer1_coverage = Coverage
option.CloudLayer1_density = Density
option.CloudLayer1_height = Height
option.CloudLayer1_tallness = Tallness
option.CloudLayer1_scale = Scale
option.CloudLayer1_detail = Detail
option.CloudLayer1_distance = Distance
option.CUMULONIMBUS = Cumulonimbus Clouds
value.CUMULONIMBUS.0 = Off
value.CUMULONIMBUS.1 = During/After Thunderstorm
value.CUMULONIMBUS.2 = Always On
option.CUMULONIMBUS_FADE_TIME = Fade Out Time
value.CUMULONIMBUS_FADE_TIME.0.0 = None
value.CUMULONIMBUS_FADE_TIME.0.25 = 15 seconds
value.CUMULONIMBUS_FADE_TIME.0.5 = 30 seconds
value.CUMULONIMBUS_FADE_TIME.0.75 = 45 seconds
value.CUMULONIMBUS_FADE_TIME.1.0 = 60 seconds
value.CUMULONIMBUS_FADE_TIME.1.25 = 75 seconds
value.CUMULONIMBUS_FADE_TIME.1.5 = 90 seconds
value.CUMULONIMBUS_FADE_TIME.1.75 = 105 seconds
value.CUMULONIMBUS_FADE_TIME.2.0 = 2 minutes
value.CUMULONIMBUS_FADE_TIME.3.0 = 3 minutes
value.CUMULONIMBUS_FADE_TIME.4.0 = 4 minutes
value.CUMULONIMBUS_FADE_TIME.5.0 = 5 minutes
value.CUMULONIMBUS_FADE_TIME.6.0 = 6 minutes
value.CUMULONIMBUS_FADE_TIME.7.0 = 7 minutes
value.CUMULONIMBUS_FADE_TIME.8.0 = 8 minutes
value.CUMULONIMBUS_FADE_TIME.9.0 = 9 minutes
value.CUMULONIMBUS_FADE_TIME.10.0 = 10 minutes
option.CUMULONIMBUS_LIGHTNING = Cumulonimbus Lightning
option.CUMULONIMBUS_LIGHTNING_BRIGHTNESS = Lightning Brightness
suffix.CUMULONIMBUS_LIGHTNING_BRIGHTNESS = %
option.CUMULONIMBUS_LIGHTNING_DELAY = Lightning Delay
suffix.CUMULONIMBUS_LIGHTNING_DELAY = s
screen.CUSTOM_LIGHTNING = Custom Lightning
option.CUSTOM_LIGHTNING_POS = Custom Position
//option.CUSTOM_LIGHTNING_POS_X = X
//option.CUSTOM_LIGHTNING_POS_Y = Y
//option.CUSTOM_LIGHTNING_POS_Z = Z
option.CUSTOM_LIGHTNING_R = R
option.CUSTOM_LIGHTNING_G = G
option.CUSTOM_LIGHTNING_B = B
option.CUSTOM_LIGHTNING_SCALE = Scale
option.CUSTOM_LIGHTNING_TEX = Texture
value.CUSTOM_LIGHTNING_TEX.0 = Random
screen.READ_DESCRIPTION = READ DESCRIPTION
screen.READ_DESCRIPTION.comment = Set custom postion values in your shader config!
screen.HighAltitudeClouds = High Altitude Clouds
option.CloudLayer2 = Altostratus Clouds
option.CloudLayer2_coverage = Coverage
option.CloudLayer2_density = Density
option.CloudLayer2_height = Height
option.CloudLayer2_scale = Scale
option.CloudLayer2_distance = Distance
option.CloudLayer3 = Cirrus Clouds
option.CloudLayer3_coverage = Coverage
option.CloudLayer3_density = Density
option.CloudLayer3_height = Height
option.CloudLayer3_scale = Scale
option.CloudLayer3_distance = Distance
screen.DAILY_WEATHER = Daily Weather Settings
option.CHOOSE_RANDOM_WEATHER_PROFILE = Random Weather Profile
screen.DAY0_WEATHER = Day 0 Weather Profile
option.DAY0_l0_coverage = Small Cumulus Coverage
option.DAY0_l0_density = Small Cumulus Density
option.DAY0_l1_coverage = Large Cumulus Coverage
option.DAY0_l1_density = Large Cumulus Density
option.DAY0_l2_coverage = Altostratus Clouds Coverage
option.DAY0_l2_density = Altostratus Clouds Density
option.DAY0_l3_coverage = Cirrus Clouds Coverage
option.DAY0_l3_density = Cirrus Clouds Density
option.DAY0_ufog_density = Uniform Fog Density
option.DAY0_cfog_density = Cloudy Fog Density
screen.DAY1_WEATHER = Day 1 Weather Profile
option.DAY1_l0_coverage = Small Cumulus Coverage
option.DAY1_l0_density = Small Cumulus Density
option.DAY1_l1_coverage = Large Cumulus Coverage
option.DAY1_l1_density = Large Cumulus Density
option.DAY1_l2_coverage = Altostratus Clouds Coverage
option.DAY1_l2_density = Altostratus Clouds Density
option.DAY1_l3_coverage = Cirrus Clouds Coverage
option.DAY1_l3_density = Cirrus Clouds Density
option.DAY1_ufog_density = Uniform Fog Density
option.DAY1_cfog_density = Cloudy Fog Density
screen.DAY2_WEATHER = Day 2 Weather Profile
option.DAY2_l0_coverage = Small Cumulus Coverage
option.DAY2_l0_density = Small Cumulus Density
option.DAY2_l1_coverage = Large Cumulus Coverage
option.DAY2_l1_density = Large Cumulus Density
option.DAY2_l2_coverage = Altostratus Clouds Coverage
option.DAY2_l2_density = Altostratus Clouds Density
option.DAY2_l3_coverage = Cirrus Clouds Coverage
option.DAY2_l3_density = Cirrus Clouds Density
option.DAY2_ufog_density = Uniform Fog Density
option.DAY2_cfog_density = Cloudy Fog Density
screen.DAY3_WEATHER = Day 3 Weather Profile
option.DAY3_l0_coverage = Small Cumulus Coverage
option.DAY3_l0_density = Small Cumulus Density
option.DAY3_l1_coverage = Large Cumulus Coverage
option.DAY3_l1_density = Large Cumulus Density
option.DAY3_l2_coverage = Altostratus Clouds Coverage
option.DAY3_l2_density = Altostratus Clouds Density
option.DAY3_l3_coverage = Cirrus Clouds Coverage
option.DAY3_l3_density = Cirrus Clouds Density
option.DAY3_ufog_density = Uniform Fog Density
option.DAY3_cfog_density = Cloudy Fog Density
screen.DAY4_WEATHER = Day 4 Weather Profile
option.DAY4_l0_coverage = Small Cumulus Coverage
option.DAY4_l0_density = Small Cumulus Density
option.DAY4_l1_coverage = Large Cumulus Coverage
option.DAY4_l1_density = Large Cumulus Density
option.DAY4_l2_coverage = Altostratus Clouds Coverage
option.DAY4_l2_density = Altostratus Clouds Density
option.DAY4_l3_coverage = Cirrus Clouds Coverage
option.DAY4_l3_density = Cirrus Clouds Density
option.DAY4_ufog_density = Uniform Fog Density
option.DAY4_cfog_density = Cloudy Fog Density
screen.DAY5_WEATHER = Day 5 Weather Profile
option.DAY5_l0_coverage = Small Cumulus Coverage
option.DAY5_l0_density = Small Cumulus Density
option.DAY5_l1_coverage = Large Cumulus Coverage
option.DAY5_l1_density = Large Cumulus Density
option.DAY5_l2_coverage = Altostratus Clouds Coverage
option.DAY5_l2_density = Altostratus Clouds Density
option.DAY5_l3_coverage = Cirrus Clouds Coverage
option.DAY5_l3_density = Cirrus Clouds Density
option.DAY5_ufog_density = Uniform Fog Density
option.DAY5_cfog_density = Cloudy Fog Density
screen.DAY6_WEATHER = Day 6 Weather Profile
option.DAY6_l0_coverage = Small Cumulus Coverage
option.DAY6_l0_density = Small Cumulus Density
option.DAY6_l1_coverage = Large Cumulus Coverage
option.DAY6_l1_density = Large Cumulus Density
option.DAY6_l2_coverage = Altostratus Clouds Coverage
option.DAY6_l2_density = Altostratus Clouds Density
option.DAY6_l3_coverage = Cirrus Clouds Coverage
option.DAY6_l3_density = Cirrus Clouds Density
option.DAY6_ufog_density = Uniform Fog Density
option.DAY6_cfog_density = Cloudy Fog Density
screen.DAY7_WEATHER = Day 7 Weather Profile
option.DAY7_l0_coverage = Small Cumulus Coverage
option.DAY7_l0_density = Small Cumulus Density
option.DAY7_l1_coverage = Large Cumulus Coverage
option.DAY7_l1_density = Large Cumulus Density
option.DAY7_l2_coverage = Altostratus Clouds Coverage
option.DAY7_l2_density = Altostratus Clouds Density
option.DAY7_l3_coverage = Cirrus Clouds Coverage
option.DAY7_l3_density = Cirrus Clouds Density
option.DAY7_ufog_density = Uniform Fog Density
option.DAY7_cfog_density = Cloudy Fog Density
screen.DAY8_WEATHER = Day 8 Weather Profile
option.DAY8_l0_coverage = Small Cumulus Coverage
option.DAY8_l0_density = Small Cumulus Density
option.DAY8_l1_coverage = Large Cumulus Coverage
option.DAY8_l1_density = Large Cumulus Density
option.DAY8_l2_coverage = Altostratus Clouds Coverage
option.DAY8_l2_density = Altostratus Clouds Density
option.DAY8_l3_coverage = Cirrus Clouds Coverage
option.DAY8_l3_density = Cirrus Clouds Density
option.DAY8_ufog_density = Uniform Fog Density
option.DAY8_cfog_density = Cloudy Fog Density
screen.DAY9_WEATHER = Day 9 Weather Profile
option.DAY9_l0_coverage = Small Cumulus Coverage
option.DAY9_l0_density = Small Cumulus Density
option.DAY9_l1_coverage = Large Cumulus Coverage
option.DAY9_l1_density = Large Cumulus Density
option.DAY9_l2_coverage = Altostratus Clouds Coverage
option.DAY9_l2_density = Altostratus Clouds Density
option.DAY9_l3_coverage = Cirrus Clouds Coverage
option.DAY9_l3_density = Cirrus Clouds Density
option.DAY9_ufog_density = Uniform Fog Density
option.DAY9_cfog_density = Cloudy Fog Density
screen.Climate = Climate Settings
option.Seasons = Seasonal Colors
option.Season_Length = Season Length (In Days)
option.Start_Season = Starting Season
value.Start_Season.0 = Summer (Default)
value.Start_Season.1 = Fall
value.Start_Season.2 = Winter
value.Start_Season.3 = Spring
option.Snowy_Winter = Snow During Winter
screen.Summer_colors = Summer Colors
option.Summer_R = Red Amount
option.Summer_G = Green Amount
option.Summer_B = Blue Amount
option.Summer_Leaf_R = Red Amount (for leaves)
option.Summer_Leaf_G = Green Amount (for leaves)
option.Summer_Leaf_B = Blue Amount (for leaves)
screen.Fall_colors = Fall Colors
option.Fall_R = Red Amount
option.Fall_G = Green Amount
option.Fall_B = Blue Amount
option.Fall_Leaf_R = Red Amount (for leaves)
option.Fall_Leaf_G = Green Amount (for leaves)
option.Fall_Leaf_B = Blue Amount (for leaves)
screen.Winter_colors = Winter Colors
option.Winter_R = Red Amount
option.Winter_G = Green Amount
option.Winter_B = Blue Amount
option.Winter_Leaf_R = Red Amount (for leaves)
option.Winter_Leaf_G = Green Amount (for leaves)
option.Winter_Leaf_B = Blue Amount (for leaves)
screen.Spring_colors = Spring Colors
option.Spring_R = Red Amount
option.Spring_G = Green Amount
option.Spring_B = Blue Amount
option.Spring_Leaf_R = Red Amount (for leaves)
option.Spring_Leaf_G = Green Amount (for leaves)
option.Spring_Leaf_B = Blue Amount (for leaves)
screen.SWAMP = Swamp
option.SWAMP_ENV = Swamp Environment
option.SWAMP_UNIFORM_DENSITY = Uniform Fog Density
option.SWAMP_CLOUDY_DENSITY = Cloudy Fog Density
option.SWAMP_R = Red Amount
option.SWAMP_G = Green Amount
option.SWAMP_B = Blue Amount
screen.JUNGLE = Jungle
option.JUNGLE_ENV = Jungle Environment
option.JUNGLE_UNIFORM_DENSITY = Uniform Fog Density
option.JUNGLE_CLOUDY_DENSITY = Cloudy Fog Density
option.JUNGLE_R = Red Amount
option.JUNGLE_G = Green Amount
option.JUNGLE_B = Blue Amount
screen.DARKFOREST = Dark Forest
option.DARKFOREST_ENV = Dark Forest Environment
option.DARKFOREST_UNIFORM_DENSITY = Uniform Fog Density
option.DARKFOREST_CLOUDY_DENSITY = Cloudy Fog Density
option.DARKFOREST_R = Red Amount
option.DARKFOREST_G = Green Amount
option.DARKFOREST_B = Blue Amount
screen.World = World
screen.Sky_coefficients = Sky Coefficients
screen.Water = Water Settings
option.FAKE_REFRACTION_EFFECT = Refraction In Water/Glass
option.FAKE_DISPERSION_EFFECT = Dispersion In Water
option.REFRACTION_SMUDGE = Refraction Smudge
option.Dirt_Amount = Dirt Amount
option.Water_Top_Layer = Ocean Y coordinate
option.WATER_WAVE_STRENGTH = Wave Strength
option.WATER_WAVE_SPEED = Wave Speed
option.WATER_INTERACTION = Player Water Interaction
option.WATER_INTERACTION.comment = Specify how the player should interact with water. §aSimple§r: Small wave effect when camera enters/leaves water. §aWave Simulation§r: Movement of the player (also if in boat) make waves on water.
value.WATER_INTERACTION.0 = Off
value.WATER_INTERACTION.1 = Simple
value.WATER_INTERACTION.2 = Wave Simulation
option.WATER_SIM_SCALE = Wave Simulation Resolution
option.WATER_SIM_SCALE.comment = The overall resolution of the wave simulation. §aPERFORMANCE COST:§r medium to high
value.WATER_SIM_SCALE.0 = 50%
value.WATER_SIM_SCALE.1 = 100%
value.WATER_SIM_SCALE.2 = 200%
option.WATER_SIM_DISTANCE = Wave Simulation Distance
option.WATER_SIM_DISTANCE.comment = The distance from the player where waves are simulated. §aPERFORMANCE COST:§r low to high
value.WATER_SIM_DISTANCE.1 = 50%
value.WATER_SIM_DISTANCE.2 = 100%
value.WATER_SIM_DISTANCE.3 = 150%
value.WATER_SIM_DISTANCE.4 = 200%
option.WATER_SIM_FRAMERATE = Wave Simulation Framerate
option.WATER_SIM_FRAMERATE.comment = The framerate at which the simulation is calculated. At 30 FPS the accuracy gets lowered. §cIF YOUR INGAME FRAMERATE CAN'T KEEP UP, THE SIMULATION WILL SLOW DOWN. §cPLEASE SET IT TO A FRAMERATE YOUR GAME WILL ALWAYS REACH. §aPERFORMANCE COST:§r low to medium
value.WATER_SIM_FRAMERATE.30 = 30 FPS
value.WATER_SIM_FRAMERATE.60 = 60 FPS
option.PIXELATED_WAVES = Pixelated Wave Simulation
option.PIXELATED_WAVES.comment = Whether or not the waves should be smooth or not §aPERFORMANCE COST:§r none
screen.WATER_SIM_DISCLAIMER = §c Please read descriptions of these settings if using water simulation
option.WATER_SIM_STRENGTH = Wave Simulation Strength
option.WAVE_DETAIL = Wave Detail
option.SNELLS_WINDOW = Snell's Window
option.MINIMUM_WATER_ABSORBANCE = Minimum Water Absorbance
value.MINIMUM_WATER_ABSORBANCE.-1 = AUTO
option.FAKE_REFRACTION_AMOUNT = Refraction amount
value.FAKE_REFRACTION_AMOUNT.0 = OFF
value.FAKE_REFRACTION_AMOUNT.1 = 0.25x
value.FAKE_REFRACTION_AMOUNT.2 = 0.50x
value.FAKE_REFRACTION_AMOUNT.3 = 0.75x
value.FAKE_REFRACTION_AMOUNT.4 = 1.00x
value.FAKE_REFRACTION_AMOUNT.5 = 1.25x
value.FAKE_REFRACTION_AMOUNT.6 = 1.50x
value.FAKE_REFRACTION_AMOUNT.7 = 1.75x
value.FAKE_REFRACTION_AMOUNT.8 = 2.00x
option.FAKE_DISPERSION_AMOUNT = Dispersion amount
value.FAKE_DISPERSION_AMOUNT.0 = OFF
value.FAKE_DISPERSION_AMOUNT.1 = 0.25x
value.FAKE_DISPERSION_AMOUNT.2 = 0.50x
value.FAKE_DISPERSION_AMOUNT.3 = 0.75x
value.FAKE_DISPERSION_AMOUNT.4 = 1.00x
value.FAKE_DISPERSION_AMOUNT.5 = 1.25x
value.FAKE_DISPERSION_AMOUNT.6 = 1.50x
value.FAKE_DISPERSION_AMOUNT.7 = 1.75x
value.FAKE_DISPERSION_AMOUNT.8 = 2.00x
option.REFRACTION_SMUDGE_AMOUNT = Smudge amount
value.REFRACTION_SMUDGE_AMOUNT.0 = OFF
value.REFRACTION_SMUDGE_AMOUNT.1 = 0.25x
value.REFRACTION_SMUDGE_AMOUNT.2 = 0.50x
value.REFRACTION_SMUDGE_AMOUNT.3 = 0.75x
value.REFRACTION_SMUDGE_AMOUNT.4 = 1.00x
value.REFRACTION_SMUDGE_AMOUNT.5 = 1.25x
value.REFRACTION_SMUDGE_AMOUNT.6 = 1.50x
value.REFRACTION_SMUDGE_AMOUNT.7 = 1.75x
value.REFRACTION_SMUDGE_AMOUNT.8 = 2.00x
screen.Water_fog_color = Water Fog Settings
option.Dirt_Scatter_R = Scatter Red (dirt)
option.Dirt_Scatter_G = Scatter Green (dirt)
option.Dirt_Scatter_B = Scatter Blue (dirt)
option.Dirt_Absorb_R = Absorb Red (dirt)
option.Dirt_Absorb_G = Absorb Green (dirt)
option.Dirt_Absorb_B = Absorb Blue (dirt)
option.Water_Absorb_R = Absorb Red (water)
option.Water_Absorb_G = Absorb Green (water)
option.Water_Absorb_B = Absorb Blue (water)
screen.Post_Processing = Post Processing
option.TONEMAP = Tone Mapping Operator
screen.Exposure = Exposure Settings
option.Manual_exposure_value = Manual Exposure Level §a(DISABLE AUTO EXPOSURE TO USE THIS)
option.EXPOSURE_MULTIPLIER = Exposure Multiplier
option.AUTO_EXPOSURE = Auto Exposure
option.Exposure_Speed = Auto Exposure Adjusting Speed
option.EXPOSURE_DARKENING = Darkening Strength
option.EXPOSURE_BRIGHTENING = Brightening Strength
screen.DepthOfField = Depth Of Field Settings
screen.Purkinje_effect = Purkinje Effect Settings
option.FILM_GRAIN = Film Grain
option.SHARPENING = Sharpening Amount
suffix.SHARPENING = %
value.SHARPENING.0 = OFF
option.BLOOM_STRENGTH = Bloom Multiplier
screen.TAA_OPTIONS = Anti-Aliasing Settings
option.SCREENSHOT_MODE = Screenshot Mode
option.TAA = TAA
option.RESPONSIVE_TAA = Responsive TAA §a(TURN THIS OFF WITH TEMPORAL UPSCALING)
option.BLEND_FACTOR = Blend Factor
option.BLEND_FACTOR_DURING_MOVEMENT = Blend Factor During Camera Movment
option.TAA_UPSCALING = Temporal Upscaling
option.SCALE_FACTOR = Scale Factor
prefix.SCALE_FACTOR = §fUpscale from
suffix.SCALE_FACTOR = x §fof the window resolution
screen.COLOR_GRADING = Color Grading
option.LUMINANCE_CURVE = Tone Curve
option.LOWER_CURVE = Lower Curve
option.UPPER_CURVE = Upper Curve
option.COLOR_GRADING_ENABLED=Color Grading
option.SHADOWS_GRADE_R = Shadows §cRed
option.SHADOWS_GRADE_G = Shadows §aGreen
option.SHADOWS_GRADE_B = Shadows §9Blue
option.SHADOWS_GRADE_MUL = Shadows Brightness
option.MIDS_GRADE_R = Midtones §cRed
option.MIDS_GRADE_G = Midtones §aGreen
option.MIDS_GRADE_B = Midtones §9Blue
option.MIDS_GRADE_MUL = Midtones Brightness
option.HIGHLIGHTS_GRADE_R = Highlights §cRed
option.HIGHLIGHTS_GRADE_G = Highlights §aGreen
option.HIGHLIGHTS_GRADE_B = Highlights §9Blue
option.HIGHLIGHTS_GRADE_MUL = Highlights Brightness
screen.Color_Processing = Color Processing
option.SATURATION = Saturation
value.SATURATION.0.0 = 0.0 (Neutral)
option.CROSSTALK = Crosstalk
value.CROSSTALK.0.0 = 0.0 (Neutral)
option.WHITE_BALANCE = White Balance
value.WHITE_BALANCE.6500 = 6500 (Neutral)
screen.Camera_Settings = Camera Settings
option.CAMERA_GRIDLINES = Camera Grid Lines
option.MOTION_BLUR = Motion Blur
option.MOTION_BLUR_STRENGTH = Motion Blur Amount
option.CHROMATIC_ABERRATION = Chromatic Aberration
option.CHROMATIC_ABERRATION_STRENGTH = Chromatic Aberration Amount
option.VIGNETTE = Vignette
option.VIGNETTE_STRENGTH = Vignette Amount
screen.FLASHLIGHT_SETTING = Flashlight Settings
screen.GAMEPLAY_EFFECTS = Gameplay Screen Effects
option.MOTION_AMOUNT = The Motion Amount In All Gameplay Effects
option.WATER_ON_CAMERA_EFFECT = Enter/Exit Water Effect
option.DAMAGE_TAKEN_EFFECT = Damage Taken Effect
option.ON_FIRE_DISTORT_EFFECT = On-Fire effect
option.ON_FIRE_DISTORT_EFFECT_STRENGTH = On-Fire effect Amount
option.LOW_HEALTH_EFFECT = Low Health Effects
option.LOW_HEALTH_EFFECT_START = Minimum Health Needed For Low Health Effect
option.CRITICALLY_LOW_HEALTH_EFFECT_START = Minimum Health Needed For Critically Low Health Effect
option.DROWNING_EFFECT = Drowning Effect
screen.Resource_Pack_Support = Materials / Resource Pack Support
screen.SPECULAR = Specular Reflections
option.DEFERRED_SPECULAR = Reflections on terrain
option.DEFERRED_SSR_QUALITY =^ Environment reflections
value.DEFERRED_SSR_QUALITY.0 =§c OFF
value.DEFERRED_SSR_QUALITY.1 = mirrored view mode
suffix.DEFERRED_SSR_QUALITY = §§ samples
option.DEFERRED_BACKGROUND_REFLECTION =^ Background reflections
option.DEFERRED_ROUGH_REFLECTION =^ Rough reflections
option.FORWARD_SPECULAR = Reflections on water, glass
option.FORWARD_SSR_QUALITY =^ Environment reflections
value.FORWARD_SSR_QUALITY.0 =§c OFF
value.FORWARD_SSR_QUALITY.1 = mirrored view mode
suffix.FORWARD_SSR_QUALITY = §§ samples
option.FORWARD_BACKGROUND_REFLECTION =^ Background reflections
option.FORWARD_ROUGH_REFLECTION =^ Rough reflections
option.SUN_SPECULAR_MULT = Sun/Moon reflection
value.SUN_SPECULAR_MULT.0 =§c OFF
value.SUN_SPECULAR_MULT.1 = ON
suffix.SUN_SPECULAR_MULT =x brighter
option.ROUGHNESS_THRESHOLD = Reflection Visibilty Threshold
value.ROUGHNESS_THRESHOLD.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.POM = Parallax Occlusion Mapping / POM
option.POM = Parallax Occlusion Mapping
option.MAX_ITERATIONS = Quality
option.POM_DEPTH = Depth
option.MAX_DIST = Maximum Distance
option.Adaptive_Step_length = Dynamic Quality
option.Horrible_slope_normals = Horrible Slope Normals
screen.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
option.sss_density_multiplier = SSS Density Multiplier
option.sss_absorbance_multiplier = SSS Absorbance Multiplier
screen.Porosity = Porosity / Puddles
option.Porosity = Porosity
screen.Rainbow_Settings = Rainbow Settings
option.RAINBOW = Rainbow
value.RAINBOW.0 = Off
value.RAINBOW.1 = After Rain
value.RAINBOW.2 = Always on
option.RAINBOW_BRIGHTNESS = Rainbow Brightness
option.RAINBOW_DISTANCE = Rainbow Distance
option.RAINBOW_TIME = Rainbow Fade Time (seconds)
option.RAINBOW_ONLY_BELOW_CLOUDS = Rainbow above Clouds
screen.AURORA_SETTINGS = Aurora Settings
option.AURORA_LOCATION = Aurora
value.AURORA_LOCATION.0 = Off
value.AURORA_LOCATION.1 = Only in snowy biome
value.AURORA_LOCATION.2 = Always on
option.AURORA_MOON = Aurora only when moon is below horizon
option.AURORA_CHANCE = Aurora Chance
suffix.AURORA_CHANCE = %
option.AURORA_BRIGHTNESS = Aurora Brightness
option.AURORA_R = Aurora Red
option.AURORA_G = Aurora Green
option.AURORA_B = Aurora Blue
option.MATERIAL_AO = Material Ambient Occlusion
option.NORMAL_MAP_MULT = Normal map multiplier
value.NORMAL_MAP_MULT.1.0 = Default 1.0 §aresourcepacks expect this value
suffix.NORMAL_MAP_MULT = §c resourcepacks DO NOT expect this value
option.DOF_QUALITY=Depth Of Field
value.DOF_QUALITY.-1=Off
value.DOF_QUALITY.0=Hexagonal
value.DOF_QUALITY.1=Low
value.DOF_QUALITY.2=Medium
value.DOF_QUALITY.3=High
value.DOF_QUALITY.4=Ultra
value.DOF_QUALITY.5=Jitter
option.MANUAL_FOCUS=Focus
option.DOF_ANAMORPHIC_RATIO=Anamorphic Ratio
value.MANUAL_FOCUS.-2=Autofocus
value.MANUAL_FOCUS.-1=Brightness Slider
screen.JITTER_DOF=Jitter DOF Settings
option.JITTER_STRENGTH=Jitter Strength
option.FOCUS_LASER_COLOR=Focus
value.FOCUS_LASER_COLOR.0=Red
value.FOCUS_LASER_COLOR.1=Green
value.FOCUS_LASER_COLOR.2=Blue
value.FOCUS_LASER_COLOR.3=Pink
value.FOCUS_LASER_COLOR.4=Yellow
value.FOCUS_LASER_COLOR.5=White
option.AEROCHROME_MODE=Aerochrome Mode
option.AEROCHROME_PINKNESS=Aerochrome Red:Pink Ratio
option.AEROCHROME_WOOL_ENABLED=Aerochrome Wool
option.AEROCHROME_MODE.comment = Infrared Film. Google "Aerochrome" to get an idea of what it does.
option.AEROCHROME_PINKNESS.comment = Higher = Pink. Lower = Red
option.AEROCHROME_WOOL_ENABLED.comment = Technically wool things should be affected but it ruins a lot of builds. Enable to be more technically correct.
option.EMISSIVE_ORES = Emissive Ores
option.EMISSIVE_ORES_STRENGTH = Emissive Ores Brightness
option.PLANET_CURVATURE = Planet Curvature
option.CURVATURE_AMOUNT = Curvature Amount
option.USE_CUSTOM_DIFFUSE_LIGHTING_COLORS = Custom Diffuse Colors
option.DIRECTLIGHT_DIFFUSE_R = Sun R
option.DIRECTLIGHT_DIFFUSE_G = Sun G
option.DIRECTLIGHT_DIFFUSE_B = Sun B
option.INDIRECTLIGHT_DIFFUSE_R = Ambient R
option.INDIRECTLIGHT_DIFFUSE_G = Ambient G
option.INDIRECTLIGHT_DIFFUSE_B = Ambient B
option.USE_CUSTOM_CLOUD_LIGHTING_COLORS = Custom Cloud Colors
option.DIRECTLIGHT_CLOUDS_R = Sun R
option.DIRECTLIGHT_CLOUDS_G = Sun G
option.DIRECTLIGHT_CLOUDS_B = Sun B
option.INDIRECTLIGHT_CLOUDS_R = Ambient R
option.INDIRECTLIGHT_CLOUDS_G = Ambient G
option.INDIRECTLIGHT_CLOUDS_B = Ambient B
option.USE_CUSTOM_FOG_LIGHTING_COLORS = Custom Fog Colors
option.DIRECTLIGHT_FOG_R = Sun R
option.DIRECTLIGHT_FOG_G = Sun G
option.DIRECTLIGHT_FOG_B = Sun B
option.INDIRECTLIGHT_FOG_R = Ambient R
option.INDIRECTLIGHT_FOG_G = Ambient G
option.INDIRECTLIGHT_FOG_B = Ambient B
option.USE_CUSTOM_SKY_GROUND_LIGHTING_COLORS = Custom Sky Ground Color
option.SKY_GROUND_R = Ground R
option.SKY_GROUND_G = Ground G
option.SKY_GROUND_B = Ground B
screen.Misc_Settings.comment = Random settings for DEBUGGING or other fun stuff.
screen.Sun_and_Moon_Colors.comment = Configure the color of the sun or moon.
option.sunPathRotation.comment = Configure the angle of the sun or moon
option.sun_illuminance.comment = Configure the brightness of the sun
option.moon_illuminance.comment = Configure the brightness of the moon
screen.Direct_Light.comment = Configure settings related to the sun and shadows.
screen.Shadows.comment = Configure the shadows from the sun to your liking.
option.SCREENSPACE_CONTACT_SHADOWS.comment = §bWhat is this?§r These are shadows for things that are far away, and on small details nearby. §aPERFORMANCE COST:§r low to medium; it is more expensive at higher resolutions.
option.RENDER_ENTITY_SHADOWS.comment = §bWhat is this?§r Shadows on all types of entities, like mobs, chests, banners, or signs. §aPERFORMANCE COST:§r low to high; it is very expensive when there are many entities nearby.
option.shadowMapResolution.comment = The quality of shadows from the sun casted by things in the world. §aPERFORMANCE COST:§r medium to very high; Shadows must render the 3D world a second time from the perspective of the sun, this is why it cuts performance in half.
option.shadowDistance.comment = The maximum distance the shadowmap can render. §aPERFORMANCE COST:§r medium to very high; If the chunk render distance is high, the shadows will become more expensive.
screen.Filtering.comment = Configure the filtering effects applied to the shadows.
option.SHADOW_FILTER_SAMPLE_COUNT.comment = The quality of the basic shadow filter. This filter just softens the shadows. §aPERFORMANCE COST:§r low to medium; Increasing this should reduce some noise at the edge of shadows.
option.Min_Shadow_Filter_Radius.comment = The maximum softness of the basic shadow filter.
option.Variable_Penumbra_Shadows.comment = This effect softens the shadows more and more the farther the shadow gets from what casted it. This effect is used to create higher quality shadows and Sub-surface scattering. §aPERFORMANCE COST:§r low to high;
option.VPS_Search_Samples.comment = The quality of the variable penumbra shadow filter. §aPERFORMANCE COST:§r low to high; Increasing this should reduce some noise in the sub-surface scattering and very soft shadows.
option.Max_Shadow_Filter_Radius.comment = The maximum softness the shadows can get when far away from what casted it.
option.Max_Filter_Depth.comment = Configure the size of the sun. If the sun is larger, shadows get softer closer to what casts them.
screen.Ambient_light.comment = Configure settings related to the lighting in shaded places
option.AO_Strength.comment = Configure the strength of the ambient occlusion created by SSAO, GTAO, and SSRT. §bWhat is this?§r ambient occlusion is the small soft shadows in corners and such.
option.GI_Strength.comment = Configure the strength of the global illumination created by SSRT. §bWhat is this?§r global illumination in this scenario specifically is the light bouncing off a surface and onto some other area.
option.HQ_SSGI.comment = Toggle long range screen-space raytracing. this will allow SSRT lighting to travel ALOT farther within the scene from where it bounces/casts shadows. §aPERFORMANCE COST:§r very high
option.Hand_Held_lights.comment = Toggle shader-side hand held lightsources. §aPERFORMANCE COST:§r very low
option.SKY_CONTRIBUTION_IN_SSRT.comment = Allow the SSRT to take the entire sky and fog into account to create high quality lighting for shaded areas. This may introduce more noise. §aPERFORMANCE COST:§r medium
option.ambientOcclusionLevel.comment = Configure the strength of the ambient occlusion from vanilla minecraft. §bWhat is this?§r This ambient occlusion is in minecraft even without shaders enabled.
option.ambient_brightness.comment = Configure the brightnes of lighting in shaded places
option.MIN_LIGHT_AMOUNT.comment = Configure the minimum amount of light that can be in shaded places outside.
option.MIN_LIGHT_AMOUNT_INSIDE.comment = Configure the minimum amount of light that can be in shaded places inside.
option.indirect_effect.comment = Toggle different types of effects to make lighting in shaded places higher quality. §aPERFORMANCE COSTS:§r. Vanilla AO: very low. SSAO: low to medium. HQ SSAO: medium. GTAO: medium to high. SSRT: high to very high - GI is slower
screen.Ambient_Colors.comment = Configure the color of light in shaded areas.
screen.Torch_Colors.comment = Configure the color of light from torches or other placed lightsources.
option.LPV_SIZE.comment = Configures the size (in blocks) of the volume for colored lighting.
option.LPV_SATURATION.comment = Configures the intensity of colored lighting.
option.LPV_TINT_SATURATION.comment = Configures the intensity of tinting by translucent blocks on colored lighting.
option.LPV_NORMAL_STRENGTH.comment = Configure the amount surface normals will affect lighting direction.
option.LPV_ENTITY_LIGHTS.comment = Allows entities to contribute to colored lighting.
option.LPV_REDSTONE_LIGHTS.comment = Allows redstone blocks to contribute to colored lighting.
option.LPV_COLORED_CANDLES.comment = Allows colored candles to emit matching colored lighting.
option.LPV_NOSHADOW_HACK.comment = Fix for Iris 1.7.0 and lower! Allows floodfill to work in Nether & End, but disables entity & dropped item lights.
option.LPV_VL_FOG_ILLUMINATION.comment = Allow the colored lighting to light up the air around it. Enabling it for outdoors may look weird with low fog samples.
option.LPV_VL_FOG_ILLUMINATION_BRIGHTNESS.comment = Configure the brightness of lit up fog.
screen.Resource_Pack_Support.comment = A handfull of effects that use information provided by a resourcepack.
screen.SPECULAR.comment = Configure the reflections. they can use information provided by a LabPBR resourcepack.
option.DEFERRED_SPECULAR.comment = Toggle detailed reflections on all solid objects. §bWhat is this?§r "solid" meaning anything you cannot see through, like stone, wood, grass, leaves
option.FORWARD_SPECULAR.comment = Toggle detailed reflections on all translucent objects. §bWhat is this?§r "translucent" meaning things you can see through, like glass, water, ice, slime
option.DEFERRED_SSR_QUALITY.comment = Configure the quality of reflections of the world around you that are visible on terrain. §bWhat is this?§r Configure how many samples the SSR/screen-space-reflections take to create a reflection of the world. §b"mirrored view mode"§r is quite literally the image you see, but mirrored on every surface - EXTREMLY low quality. §aPERFORMANCE COST:§r low to very high
option.FORWARD_SSR_QUALITY.comment = Configure the quality of reflections of the world around you that are visible on water, glass, and other translucent things. §bWhat is this?§r Configure how many samples the SSR/screen-space-reflections take to create a reflection of the world. §b"mirrored view mode"§r is quite literally the image you see, but mirrored on every surface - EXTREMLY low quality. §aPERFORMANCE COST:§r low to very high
option.DEFERRED_BACKGROUND_REFLECTION.comment = Toggle the reflections of the sky, clouds, or fog that are visible on terrain. §bWhat is this?§r Reflections of things like the sky, clouds, and fog. §aPERFORMANCE COST:§r low
option.FORWARD_BACKGROUND_REFLECTION.comment = Toggle the reflections of the sky, clouds, or fog that are visible on water, glass, and other translucent things. §bWhat is this?§r Reflections of things like the sky, clouds, and fog. §aPERFORMANCE COST:§r low
option.DEFERRED_ROUGH_REFLECTION.comment = Toggle rough reflections that are visible on terrain. §bWhat is this?§r This is how "spread around" a reflection is based on how "smooth" a surface is, really un-smooth surfaces scatter reflections around alot, while smooth surfaces look like mirrors. §aPERFORMANCE COST:§r medium
option.FORWARD_ROUGH_REFLECTION.comment = Toggle rough reflections that are visible on water, glass, and other translucent things. §bWhat is this?§r This is how "spread around" a reflection is based on how "smooth" a surface is, really un-smooth surfaces scatter reflections around alot, while smooth surfaces look like mirrors. §aPERFORMANCE COST:§r medium
option.ROUGHNESS_THRESHOLD.comment = Configure a threshold for environment and background reflections to stop being visible at. §bThis does not impact sun/moon reflections§r. §aPERFORMANCE COST:§r high thresholds can improve performance - low thresholds can worsen performance
option.SUN_SPECULAR_MULT.comment = Toggle the reflection of the sun or moon, or make them brighter. §bThis remains visible even if both environment and background reflections are disabled§r. §aPERFORMANCE COST:§r very low
screen.Subsurface_Scattering.comment = §bWhat is this?§r Sub-surface scattering is what happens when you put a bright light on your hand, and it starts to glow. The sun actually does the same thing to plants, cloth, skin, and other things.
option.SSS_TYPE.comment = Configure how the sub-surface scattering is applied to the world. §bHardcoded:§r The shader decides what gets it. §bLabSSS:§r The resourcepack decides what gets it. §aPERFORMANCE COST:§r very low
option.MOB_SSS.comment = Toggle sub-surface scattering for mobs. players are included. §aPERFORMANCE COST:§r very low
option.MISC_BLOCK_SSS.comment = Toggle sub-surface scattering for random blocks it may not fit. this is for grass and sand mostly. §aPERFORMANCE COST:§r very low
option.Ambient_SSS.comment = §bWhat is this?§r sub-surface scattering from light coming from the sky, instead of the sun. §aPERFORMANCE COST:§r very low to medium; if SSAO is enabled this costs very little, but costs more if SSAO is OFF
option.ambientsss_brightness.comment = Configure the brightness of sub-surface scattering from the sky's light
screen.Emissives.comment = §bWhat is this?§r Emissiveness is just how much light something is letting off, or how much something is glowing.
option.Emissive_Brightness.comment = Configure how bright the texture emission should be.
option.EMISSIVE_TYPE.comment = Configure how texture emission is applied to the world. §bHardcoded:§r The shader decides what gets it. §bLabSSS:§r The resourcepack decides what gets it. §aPERFORMANCE COST:§r very low
option.Emissive_Curve.comment = This determines how quickly the emissive texture reaches its brightest point. 1.0 is linear.
screen.POM.comment = Configure settings related to parallax occlusion mapping that uses information provided by a resourcepack.
option.POM.comment = §bWhat is this?§r This effect attempts to create 3D geometry where there previously was none, by using a special image from a resourcepack. This effect basically only pushes inwards, so some artifacts can exist when looking at steep angles. §aPERFORMANCE COST:§r medium to high
option.MAX_ITERATIONS.comment = Configure the quality of the parallax occlusion mapping effect. if you see individual layers when looking up close, inscreasing this makes more layers, so they will become harder to see. §aPERFORMANCE COST:§r high
option.POM_DEPTH.comment = How deep the parallax occlusion mapping effect can go into a surface. §aPERFORMANCE COST:§r very low
option.MAX_DIST.comment = The maximum distance from the camera that the parallax occlusion mapping effect can render. §aPERFORMANCE COST:§r high
option.Adaptive_Step_length.comment = This will increase visual quality without needing to increase the actual quality. This causes some artifacts if you look really close, or have a very busy heightmap with sharp varying heights.
option.Horrible_slope_normals.comment = This is a poorly done implementation to give a surface to the sides of the parallax occlusion mapping. i do not recommend this. §aPERFORMANCE COST:§r low
screen.Porosity.comment = Configure settings related to wetness and puddles
option.Porosity.comment = §bWhat is this?§r Porosity is a description of how porous some material is, or essentially how much water can be held inside it. for examle, sponges are very porous; water is contained within and darkens it as a results. §aPERFORMANCE COST:§r low
option.PUDDLE_MODE.comment = Toggle puddles for when it rains. §aPERFORMANCE COST:§r low
option.Puddle_Size.comment = Configure the size of the puddles.
option.FAKE_REFRACTION_AMOUNT.comment = Configure the amount of distortion refraction will do. §bWhat is this?§r you could think of refraction as light bending when going through water or glass, making the things viewed through them look stretched, squished, distorted. §aPERFORMANCE COST:§r very low
option.FAKE_DISPERSION_AMOUNT.comment = Configure the amount of dispersion within the refraction. §bWhat is this?§r when refraction happens, the parts that get really distorted will get a "chromatic aberration", faking the look of a rainbow or light prism. §aPERFORMANCE COST:§r very low
option.REFRACTION_SMUDGE_AMOUNT.comment = Configure the amount of smudge within the refraction. §bWhat is this?§r when refraction happens, the parts that get really distorted will get smudged. §cWill cause visaul noise within refraction. §aPERFORMANCE COST:§r very low
screen.Fog.comment = Configure settings related to the raymarched volumetric fog, or distance based fog.
option.VL_RENDER_RESOLUTION.comment = Configure the resolution of volumetric fog and clouds. §aPERFORMANCE COST:§r high
option.VL_SAMPLES.comment = Configure the quality of the volumetric fog. §aPERFORMANCE COST:§r high
option.BLOOMY_FOG.comment = Configure the strength of bloom that is applied to fog. §bWhat is this?§r This effect makes the fog look soft, it helps hide a little noise too. can cause some visible flickering on detailed edges. §aPERFORMANCE COST:§r very low
option.Haze_amount.comment = Configure how dense the atmosphere around you is. §bWhat is this?§r This is the blue haze you see in the distance.
option.RainFog_amount.comment = Configure how dense the fog gets when it rains.
option.RAYMARCH_CLOUDS_WITH_FOG.comment = §cWARNING§r: This setting is experimental and not very well made! you will need to increase fog samples to make it match the normal clouds. Toggle detailed fog when you go within or around a cloud. §aPERFORMANCE COST:§r high.
option.BorderFog.comment = §bWhat is this?§r Toggle a fog that attempts to hide the chunks loading in. But because the sky is all over the place, it is difficult to do well. §aPERFORMANCE COST:§r very very low
screen.TOD_fog.comment = Configure the density of fog that appears at specific times of the day.
option.TOD_Fog_mult.comment = Configure how much total fog there is that appears at specific times during the day. this does not effect the atmospheric haze.
screen.Cave_Fog.comment = Configure settings for fog that appears when you are in very dark places such as caves.
option.Cave_Fog.comment = Toggle the fog that appears in dark places. It is impossible to accurately tell when you are in a cave with a shader, so this fog might appear in places that are not a cave. §aPERFORMANCE COST:§r low
option.CaveFogFallOff.comment = Configure how quickly the fog gradient reaches its brightest part.
screen.Clouds.comment = Configure settings related to the raymarched volumetric clouds.
option.VOLUMETRIC_CLOUDS.comment = Toggle the clouds. §aPERFORMANCE COST:§r medium to high
option.CLOUDS_QUALITY.comment = Configure the resolution of the volumetric clouds. §aPERFORMANCE COST:§r high
option.CLOUDS_SHADOWS.comment = Toggle shadows that are casted from the clouds onto the ground, and fog below them. §aPERFORMANCE COST:§r low to medium
option.Daily_Weather.comment = Toggle the weather that changes every day. §bWhat is this?§r There are 10 weather profiles that the shader cycles through every day. You cannot change any cloud coverage settings when this is enabled. §aPERFORMANCE COST:§r low
option.CHOOSE_RANDOM_WEATHER_PROFILE.comment = §bWhat is this?§r Configure the shader to randomly choose the weather from one of the days below. When this is turned off, the shader will choose the day in order.
option.Cloud_Speed.comment = Configure how fast the clouds move as the day goes by.
option.Rain_coverage.comment = Add cloud coverage during rain.
option.Thunder_coverage.comment = Add cloud coverage during thunder. (Rain coverage gets added too!)
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.
option.Water_Top_Layer.comment = Configure the Y coordinate at which the ocean should be in the world.
screen.Water_fog_color.comment = Configure colors of the water fog.
screen.World_Effects = World Weather Effects
option.PUDDLE_MODE = Puddles
value.PUDDLE_MODE.0 = No Wetness
value.PUDDLE_MODE.1 = Puddles + Completely Wet
value.PUDDLE_MODE.2 = Only Puddles
value.PUDDLE_MODE.3 = Only Complete Wetness
option.Puddle_Size = Puddle Size Multiplier
option.Puddle_Reflection_Sharpness = Puddle Reflection Sharpness
option.Puddle_Reflection_Sharpness.comment = Controls the blurriness of puddles. 1.0 means mirror like
option.ShaderSnow = Shader Snow Effect
value.ShaderSnow.0 = Off
value.ShaderSnow.1 = When snowing
value.ShaderSnow.2 = When in snowy Biome
value.ShaderSnow.3 = Always on
option.ShaderSnowStrength = Shader Snow Strength
option.RIPPLE_WATER = Ripples on Water
option.RIPPLE_PUDDLES = Ripples on Puddles
option.RIPPLE_INTENSITY = Ripple Intensity
option.RIPPLE_STRENGTH = Water Ripple Strength
screen.Climate.comment = Configure settings related to the climate, like seasonal colors, daily weather, and biome specific fog.
screen.Seasons.comment = Seasonal colors that cycle through, summer, fall, winter, and spring.
option.Seasons.comment = Seasonal colors that cycle through, summer, fall, winter, and spring. §aPERFORMANCE COST:§r low
option.Season_Length.comment = Control how long a single season lasts, in minecraft days.
option.Snowy_Winter.comment = Toggle snow during winter. §aPERFORMANCE COST:§r low
screen.Summer_colors.comment = Configure the colors of vegetation during summer.
screen.Fall_colors.comment = Configure the colors of vegetation during fall.
screen.Winter_colors.comment = Configure the colors of vegetation during winter.
screen.Spring_colors.comment = Configure the colors of vegetation during spring.
option.PER_BIOME_ENVIRONMENT.comment = Toggle all special environments that only appear in some biomes. §aPERFORMANCE COST:§r low
screen.SWAMP.comment = Configure the environment in this biome type.
option.SWAMP_ENV.comment = Toggle the environment only for this biome type. The other biome environments remain active even if this one is disabled.
screen.JUNGLE.comment = Configure the environment in this biome type.
option.JUNGLE_ENV.comment = Toggle the environment only for this biome type. The other biome environments remain active even if this one is disabled.
screen.DARKFOREST.comment = Configure the environment in this biome type.
option.DARKFOREST_ENV.comment = Toggle the environment only for this biome type. The other biome environments remain active even if this one is disabled.
screen.Foliage.comment = Configure settings related to foliage.
option.WAVY_PLANTS.comment = Toggle waving plants. §aPERFORMANCE COST:§r very low
option.WAVY_STRENGTH.comment = Configure the amount the plants wave.
option.WAVY_SPEED.comment = Configure the speed the plants wave.
screen.Post_Processing.comment = Configure settings for all post processing effects, from anti aliasing to tonemapping.
screen.Tonemapping.comment = Configure settings related to color and tonemapping.
screen.Exposure.comment = Configure settings related to the exposure.
screen.DepthOfField.comment = Configure settings related to depth of field.
screen.Purkinje_effect.comment = Configure settings related to the purkinje effect.
option.SHARPENING.comment = Configure the amount of contrast adapitive sharpening that is applied to the image. This can really bring out lost details from anti-aliasing or upscaling.
option.BLOOM_STRENGTH.comment = Configure the amount of bloom that is applied to the image. §bWhat is this?§r Bloom is the soft glow on everything, to describe that something is bright or not.
screen.TAA_OPTIONS.comment = Configure settings related to anti-aliasing.
option.SCREENSHOT_MODE.comment = §aTHIS DOES NOT CHANGE GRAPHICS QUALITY IN ANY WAY§r. Toggle frame accumulation to get a low noise image. §bWhat is this?§r It stacks frames that happend onto the next frame that is generated, so it is like a long exposure photo.
option.TAA.comment = Toggle temporal anti-aliasing. This removes all jagged edges on things, softens the image, and helps remove noise for many effects. This will cause ghosting or trailing because it uses past frames for extra information on the world. §aPERFORMANCE COST:§r low
option.BLEND_FACTOR.comment = Configure how much of frame history is used. high numbers means it relies less on frame history, so it may look flickery and noisy. low numbers rely more on frame history, so it may look less moisy, but more smudged with more trailing.
option.TAA_UPSCALING.comment = Toggle temporal upscaling. This retains a good amount of quality from a lower resolution image when it upscales. so you can still have a high looking resolution compared to typical upsampling and still have better performance.
option.SCALE_FACTOR.comment = Configure from what fraction of your resolution to upscale from - §abelow 0.50x is not recommended, it is only allowed for fun!§r
screen.COLOR_GRADING.comment = Advanced color grading options
option.LUMINANCE_CURVE.comment = Enable the tone curve. This is independent from color grading and is applied first.
option.COLOR_GRADING_ENABLED.comment = Enable color grading. The RGB sliders will not affect the brightness. This is applied after the tone curve
option.RESOURCEPACK_SKY.comment =§cWARNING: This setting, IF USED, will cause broken rendering for: lead ropes, fishing lines, and possibly some modded entities!§r. Toggle resourcepack sky support. Configure settings to use the whole resourcepack sky, or keep the shader's sun and moon. §aPERFORMANCE COST:§r very low
option.SKY_GROUND = Atmosphere Ground
option.MATERIAL_AO.comment = Toggle the use of ambient occlusion based on what the resourcepack provides. §aPERFORMANCE COST:§r very low
option.WATER_WAVE_STRENGTH.comment = configure how strong the waves appear.
option.MOONPHASE_BASED_MOONLIGHT.comment = §bWhat is this?§r every night, the moon has different lighting. This setting adjusts the moonlight brightness based on how much of the moon is glowing. This setting has no effect when "Custom Moon Rotation" is enabled. §aPERFORMANCE COST:§r nearly nothing
option.END_STORM_DENSTIY.comment = §bWhat is this?§r This is the dark cloudy fog in the end. Confingure the density of the end storm.
option.NETHER_PLUME_DENSITY.comment = §bWhat is this?§r This is the thick, glowing smoke towers in the nether. Confingure the density of the nether smoke.
option.CloudLayer0.comment = Toggle the layer of clouds that are small. §aPERFORMANCE COST:§r medium
option.CloudLayer0_coverage.comment = Configure how much of the sky these clouds cover.
option.CloudLayer0_density.comment = Configure how dense, or thick these clouds are.
option.CloudLayer0_height.comment = Configure the height at which these clouds fly at.
option.CloudLayer1.comment = Toggle the layer of clouds that are large. §aPERFORMANCE COST:§r medium
option.CloudLayer1_coverage.comment = Configure how much of the sky these clouds cover.
option.CloudLayer1_density.comment = Configure how dense, or thick these clouds are.
option.CloudLayer1_height.comment = Configure the height at which these clouds fly at. §cTHESE CANNOT BE LOWER THAN THE SMALL CLOUDS§r
option.CloudLayer2.comment = Toggle the layer of clouds that are very high and thin. §aPERFORMANCE COST:§r low
option.CloudLayer2_coverage.comment = Configure how much of the sky these clouds cover.
option.CloudLayer2_density.comment = Configure how dense, or thick these clouds are.
option.CloudLayer2_height.comment = Configure the height at which these clouds fly at. §cTHESE CANNOT BE LOWER THAN THE LARGE CLOUDS§r
option.SKY_GROUND.comment = §bWhat is this?§r This is the dark bottom half of the sky that WOULD be the ground, if minecraft had infinite render distance. §aPERFORMANCE COST:§r very very low. §cdisabling this is very slightly slower than having it on due to extra math.§r
option.SNELLS_WINDOW.comment = §bWhat is this?§r this is the dark reflective circle you see when under-water. This is an approximation of a thing that happens in reality known as "total internal reflection". §aPERFORMANCE COST:§r very very very small.
option.entityShadowDistanceMul.comment = §bWhat is this?§r Configure how far shadows should work for entities. This is good if you want to keep entity shadows and improved performance in high entity areas.
screen.PHYSICS_MOD_OCEAN = Physics Mod - §cREAD BUTTON DESCRIPTION§r
screen.PHYSICS_MOD_OCEAN.comment = The ocean of physics mod is supported. The mod has its own settings for it located in §bgame options -> physics settings -> ocean§r
screen.DISTANT_HORIZONS_SETTINGS = Distant Horizons - §cIRIS REQUIRED§r
option.DH_OVERDRAW_PREVENTION = Overdraw prevention
option.OVERDRAW_MAX_DISTANCE = Max distance for overdraw prevention
value.OVERDRAW_MAX_DISTANCE.0 = Unlimited
value.OVERDRAW_MAX_DISTANCE.32 = 2 Chunks
value.OVERDRAW_MAX_DISTANCE.48 = 3 Chunks
value.OVERDRAW_MAX_DISTANCE.64 = 4 Chunks
value.OVERDRAW_MAX_DISTANCE.80 = 5 Chunks
value.OVERDRAW_MAX_DISTANCE.96 = 6 Chunks
value.OVERDRAW_MAX_DISTANCE.112 = 7 Chunks
value.OVERDRAW_MAX_DISTANCE.128 = 8 Chunks
value.OVERDRAW_MAX_DISTANCE.144 = 9 Chunks
value.OVERDRAW_MAX_DISTANCE.160 = 10 Chunks
value.OVERDRAW_MAX_DISTANCE.176 = 11 Chunks
value.OVERDRAW_MAX_DISTANCE.192 = 12 Chunks
value.OVERDRAW_MAX_DISTANCE.208 = 13 Chunks
value.OVERDRAW_MAX_DISTANCE.224 = 14 Chunks
value.OVERDRAW_MAX_DISTANCE.240 = 15 Chunks
value.OVERDRAW_MAX_DISTANCE.256 = 16 Chunks
option.DH_CHUNK_FADING = Chunk Fading
value.DH_CHUNK_FADING.0 = Off
value.DH_CHUNK_FADING.1 = Terrain
value.DH_CHUNK_FADING.2 = Terrain + Shadows
option.DH_AMBIENT_OCCLUSION = ambient occlusion on LOD chunks
option.DH_SUBSURFACE_SCATTERING = sub-surface scattering on LOD chunks
option.DH_SCREENSPACE_REFLECTIONS = screen-space reflections on LOD chunks
option.DISTANT_HORIZONS_SHADOWMAP = §c(DO NOT USE IF YOU DO NOT KNOW WHAT THIS IS)§r DH shadowmap support
option.DISTANT_HORIZONS_SHADOWMAP.comment = §cTHIS SETTING WILL DESTROY PERFORMANCE THIS WILL MAKE SHADOWS LOOK BLOCKY, FLICKERY, AND LOW DETAIL§r. set shadow distance to 32 chunks (or more). set shadow resolution to 4096 (or more)
option.TOGGLE_VL_FOG = Toggle Volumetric Fog
option.TOGGLE_VL_FOG.comment = one big button to just turn all the fog off.
option.TRANSLUCENT_COLORED_SHADOWS.comment = §bWhat is this?§r This effect allows translucent things like stained glass to color the sunlight as it passes through it. §aPERFORMANCE COST:§r medium
option.MINIMUM_WATER_ABSORBANCE.comment = §bWhat is this?§r This controls how "clear" the water is in shallow areas. AUTO allows water to be clear outdoors, but adjust to be at a minimum value of 7 when indoors, to make it clearly visible. §dTHIS SETTING DOES NOT IMPACT UNDER-WATER VISUALS.
option.SATURATION.comment = §bWhat is this?§r This controls how "colorful" the image is. negative values take away colors - positive values make them more intense.
option.CROSSTALK.comment = §bWhat is this?§r This is a modifier of saturation - it offsets the saturation of the BRIGHT parts of the image.
option.WHITE_BALANCE.comment = §bWhat is this?§r This controls how warm or cool the image looks - it balances the blues and reds.
option.TAA_MODE.comment = §bStandard:§r has the best antialiasing ability - uses more jitter offsets, but needs more frame history (set blend factor lower), it will flicker more and have more motion artifacts. §bResponsive:§r has the worst antialiasing ability - uses fewer jitter offsets, needs less frame history (set blend factor higher), so it can have fewer motion artifacts. §bTemporal Upscaling:§r Render the shader at a lower window resolution, and then scale it back up to fit the screen for better performance - has MANY artifacts.
option.MOTION_BLUR.comment = §bWhat is this?§r This effect makes the entire screen blur in whatever direction you move the camera, or wherever you move within the world. §aPERFORMANCE COST:§r very low
option.CHROMATIC_ABERRATION.comment = §bWhat is this?§r This effect makes the edges of the screen have a color shift of red and blue. §aPERFORMANCE COST:§r very very low
option.VIGNETTE.comment = §bWhat is this?§r This effect makes the edges of the screen increasingly dark the closer to the edges it gets. §aPERFORMANCE COST:§r very very low
option.TONEMAP.comment = §bWhat is this?§r This fits the internal HDR or whatever range of color the shader is doing, to look nice on your SDR monitor. it will control general color processing - the contrast, saturation, white point, black point, hue shift, path to white, ect - each one has a different look