#shaders/lang/en_us.lang

#Profiles
profile.MINIMUM=Minimum
profile.LOW=Low
profile.MEDIUM=Medium
profile.HIGH=High
profile.ULTRA=Ultra
profile.comment=Minimum: no shadows, no extra effects. Low : low shadows, no extra effects. Medium : low-medium shadows, no extra effects. High : medium shadows, AO and light shafts. Ultra : high shadows, AO, and light shafts.

#Screens
screen.LIGHTING=Lighting
screen.SHADOW_CONFIG=More Shadow Config
screen.MCBL=Colored Blocklight Config

screen.MATERIAL=Material & Surface
screen.SPECULAR=Specular & Reflections
screen.NORMALS=Normals & Parallax
screen.GENERATED_PBR=Automatic PBR (No Resource Pack)
screen.GENERATED_NORMALS_CONFIG=Automatic Normals (3D Bumps)

screen.ATMOSPHERICS=Atmospherics
screen.CLOUDS=Clouds
screen.FOG=Fog
screen.FOG_DENSITY=More Fog Density Config
screen.FOG_HEIGHT=Height Fog Config
screen.FOG_VANILLA=Far Vanilla Fog Config
screen.SKY=Sky
screen.SKYBOX=Skybox
screen.LIGHT_SHAFT=Light Shaft Config

screen.WATER=Water

screen.CAMERA=Camera

screen.ANTIALIASING=Anti-aliasing

screen.COLOR=Color
screen.LIGHT_COLOR=Lighting Color
screen.LIGHT_M=Light (Morning)
screen.AMBIENT_M=Ambient (Morning)
screen.LIGHT_D=Light (Day)
screen.AMBIENT_D=Ambient (Day)
screen.LIGHT_E=Light (Evening)
screen.AMBIENT_E=Ambient (Evening)
screen.LIGHT_N=Light (Night)
screen.AMBIENT_N=Ambient (Night)
screen.MINLIGHT=Minimum Light
screen.BLOCKLIGHT_COLOR=Blocklight Color
screen.SKY_COLOR=Sky Color
screen.WATER_COLOR=Water Color
screen.WEATHER_COLOR=Weather Color
screen.WEATHER_R=Rain (Normal)
screen.WEATHER_C=Snowfall
screen.WEATHER_D=Desert Sandstorm
screen.WEATHER_B=Mesa Sandstorm
screen.WEATHER_S=Swamp Rain
screen.WEATHER_M=Mushroom Island Rain
screen.WEATHER_V=Savanna Cloudy
screen.WEATHER_J=Jungle Rain
screen.AURORA_COLOR=Aurora Color
screen.AURORA_L=Low Section Color
screen.AURORA_H=High Section Color
screen.DIMENSION_COLOR=Dimension Color
screen.NETHER_COLOR=Nether Color
screen.NETHER_N=Nether Wastes
screen.NETHER_V=Soul Sand Valley
screen.NETHER_C=Crimson Forest
screen.NETHER_W=Warped Forest
screen.NETHER_B=Basalt Deltas
screen.END_COLOR=End Color

screen.CGT=Color Grading & Tonemap
screen.EXPOSURE_CONFIG=More Exposure Config
screen.COLOR_GRADING_CONFIG=Color Grading Config
screen.CG_R=Red Channel
screen.CG_G=Green Channel
screen.CG_B=Blue Channel
screen.CG_T=Tint

screen.EXTRAS=Extras

screen.BLOCK_OUTLINE=Block Outline

screen.ANIMATION=Animations

#Settings
option.ABOUT=TrueLightFX Shader
option.ABOUT.comment=by OGCRAFTNET STUDIOS. Based on BSL V8.3
value.ABOUT.0=by OGCRAFTNET STUDIOS

#Lighting
option.SHADOW=Realtime Shadows
option.SHADOW.comment=Enables realtime, dynamic shadow mapping.

option.shadowMapResolution=Shadowmap Quality
option.shadowMapResolution.comment=Adjusts shadowmap size. §e[*]§rHigher resolution gives sharper shadows, but reduces performance.
value.shadowMapResolution.512=Very Low (512)
value.shadowMapResolution.1024=Low (1024)
value.shadowMapResolution.1536=Low Medium (1536)
value.shadowMapResolution.2048=Medium (2048)
value.shadowMapResolution.3072=High (3072)
value.shadowMapResolution.4096=Very High (4096)
value.shadowMapResolution.8192=Ultra High (8192)

option.shadowDistance=Shadow Distance
option.shadowDistance.comment=Adjusts shadow distance.

option.SHADOW_COLOR=Colored Shadow
option.SHADOW_COLOR.comment=Enables tinted shadow from translucents. §a[+]§rUsed for colored volumetric light shafts. §c[-]§rSlightly higher performance cost when using shadow filtering.

option.SHADOW_FILTER=Shadow Filtering
option.SHADOW_FILTER.comment=Enables shadow filtering.

option.AO=Ambient Occlusion
option.AO.comment=Adds soft shadows around surface contact or intersection.

option.AO_STRENGTH=AO Strength
option.AO_STRENGTH.comment=Adjusts ambient occlusion strength.

option.DESATURATION=Desaturation
option.DESATURATION.comment=Reduces saturation while adding some tint in darker areas.

option.DESATURATION_FACTOR=Desaturation Factor
option.DESATURATION_FACTOR.comment=Adjusts the maximum amount of desaturation applied.
value.DESATURATION_FACTOR.2.0=Very Low
value.DESATURATION_FACTOR.1.5=Low
value.DESATURATION_FACTOR.1.0=Medium
value.DESATURATION_FACTOR.0.5=High
value.DESATURATION_FACTOR.0.0=Very High

option.MULTICOLORED_BLOCKLIGHT=Multi-Colored Blocklight
option.MULTICOLORED_BLOCKLIGHT.comment=Enables screen space multi-colored blocklight. §e[*]§rOnly works on 1.16.5 and above, non-Mac devices.

option.DYNAMIC_HANDLIGHT=Dynamic Handlight
option.DYNAMIC_HANDLIGHT.comment=Allows blocklight to be emitted from view when holding certain objects.

option.HALF_LAMBERT=Half Lambert
option.HALF_LAMBERT.comment=Allows surfaces perpendicular to the sun/moon direction to receive light. §e[*]§rForces Shadow Bias Mode to Surface Normal.

#More Shadow Config
option.SHADOW_ENTITY=Entity Shadow
option.SHADOW_ENTITY.comment=Enables shadow on mobs. §e[*]§rDisable this when a huge amount of mobs are loaded. §e[*]§rOnly works on 1.16.5 and above.

option.SHADOW_BLOCK_ENTITY=Block Entity Shadow
option.SHADOW_BLOCK_ENTITY.comment=Enables shadow on block entities. §e[*]§rDisable this when a huge amount of block entities are loaded. §e[*]§rOnly works on 1.16.5 and above.

option.SHADOW_VEGETATION=Vegetation Shadow
option.SHADOW_VEGETATION.comment=Enables shadow on grass, crops, and most other plants.

option.SHADOW_CLOUD=Cloud Shadow
option.SHADOW_CLOUD.comment=Enables shadow casted by clouds.

option.sunPathRotation=Sun Path Rotation
option.sunPathRotation.comment=Adjusts sun angle.

option.SHADOW_BIAS=Shadow Bias Mode
option.SHADOW_BIAS.comment=Determines how shadow mapping bias is done. Light direction mode preserves most shadow edges, but shadows look floaty at a distance. Surface normal mode preserves contact point, but shadows look shorter at a distance.
value.SHADOW_BIAS.0=Light Direction
value.SHADOW_BIAS.1=Surface Normal

option.SHADOW_PIXEL=Pixel Locked Shadows
option.SHADOW_PIXEL.comment=Applies pixelation effect on shadows.
value.SHADOW_PIXEL.0=OFF

#Colored Blocklight Config
option.MCBL_ANTI_BLEED=Anti Bleed
option.MCBL_ANTI_BLEED.comment=Reduce unwanted blocklight color spread. §c[-]§rMay cause undersampling artifact to be more noticeable.
option.MCBL_LEGACY_COLOR=Legacy Color
option.MCBL_LEGACY_COLOR.comment=Use the old method of calculating blocklight color.

#Material
option.ADVANCED_MATERIALS=Advanced Materials
option.ADVANCED_MATERIALS.comment=Enables the use of specular and normal mapping which allows for more detail on various things.  §e[*]§rThis option requires a resource pack which contains specular and/or normal maps, disable if none is currently used. §e[*]§rOptions which requires advanced materials are indicated by *, changing these options won't affect the visuals or performance while advanced materials is disabled.

option.MATERIAL_FORMAT=Material Format*
option.MATERIAL_FORMAT.comment=Determines the specular and normal map format used by the resource pack. §e[*]§rTexture artists usually tell which format is used in their resource pack, using the wrong format may give weird results.
value.MATERIAL_FORMAT.0=SEUS/Old PBR
value.MATERIAL_FORMAT.1=labPBR 1.3

option.SSS=Subsurface Scattering
option.SSS.comment=Adds a realistic glow to materials like skin, wax, or marble. Light enters the surface and scatters inside, making thin parts look brighter. §a[+]§rThis effect benefits from TAA.

option.BASIC_SSS=Basic Scattering
option.BASIC_SSS.comment=Enables a simplified version of subsurface scattering to certain blocks like foliage. This gives a "glow-through" effect when blocks are backlit by the sun.

option.EMISSIVE=Global Emissive
option.EMISSIVE.comment=Determines what can glow. §e[*]§rAdvMat Only requires a resource pack. Full includes automatic emission logic.
value.EMISSIVE.0=§cOFF
value.EMISSIVE.1=AdvMat Only*
value.EMISSIVE.2=Full

option.EMISSIVE_HARDCODED=Hardcoded Emissive
option.EMISSIVE_HARDCODED.comment=Determines how emissive amount is calculated.
value.EMISSIVE_HARDCODED.0=Default
value.EMISSIVE_HARDCODED.1=Legacy

option.ENTITY_FLASH=Entity Damage Flash
option.ENTITY_FLASH.comment=When enabled, mobs will flash red when damaged.

option.REFRACTION=Refraction
option.REFRACTION.comment=Bends light through transparent surfaces like water or glass, creating distortion. §c[-]§rRequires high performance.
value.REFRACTION.0=OFF
value.REFRACTION.1=Water Only
value.REFRACTION.2=Full

option.ALBEDO_BALANCING=Albedo Balancing
option.ALBEDO_BALANCING.comment=Softens extremely bright colors to prevent them from looking "blown out" under bright light.

option.ALPHA_BLEND=Alpha Blending
option.ALPHA_BLEND.comment=Determines the math used to blend transparent layers. Gamma is more realistic for light, Linear is traditional.
value.ALPHA_BLEND.0=Gamma
value.ALPHA_BLEND.1=Linear

#Specular & Reflections
option.REFLECTION=Reflections
option.REFLECTION.comment=Enables reflections on water and translucents.
value.REFLECTION.0=§cOFF
value.REFLECTION.1=Sky & Specular Only
value.REFLECTION.2=Full

option.REFLECTION_TRANSLUCENT=Translucent Reflections
option.REFLECTION_TRANSLUCENT.comment=Allows reflection to be rendered on translucent surfaces, such as stained glass, ice, slime blocks, and more.

option.REFLECTION_MODE=Reflection Mode
option.REFLECTION_MODE.comment=Adjusts reflection behavior.
value.REFLECTION_MODE.0=Less Duplicates
value.REFLECTION_MODE.1=Balanced
value.REFLECTION_MODE.2=More Gap Filling

option.REFLECTION_PREVIOUS=Previous Frame Reflection
option.REFLECTION_PREVIOUS.comment=Allows translucents to be reflected by using previous frame information. §c[-]§rMay cause missing reflection on screenshot (caused by screenshot size setting). §c[-]§rIncompatible with some GPUs. §c[-]§rBugged in 1.7.10.

option.SPECULAR_HIGHLIGHT=Specular Highlight
option.SPECULAR_HIGHLIGHT.comment=Enables bright spot which appears on shiny surfaces.
value.SPECULAR_HIGHLIGHT.0=§cOFF
value.SPECULAR_HIGHLIGHT.1=Opaque Only
value.SPECULAR_HIGHLIGHT.2=Full

option.REFLECTION_PRECISION=High Precision Reflection
option.REFLECTION_PRECISION.comment=Reduces choppiness on reflections when enabled.

option.REFLECTION_SKY_FALLOFF=Sky Reflection Falloff
option.REFLECTION_SKY_FALLOFF.comment=Adjusts how far sky reflection fades out under low skylight.
value.REFLECTION_SKY_FALLOFF.1=Very Weak
value.REFLECTION_SKY_FALLOFF.2=Weak
value.REFLECTION_SKY_FALLOFF.4=Balanced
value.REFLECTION_SKY_FALLOFF.8=Strong
value.REFLECTION_SKY_FALLOFF.16=Very Strong

option.REFLECTION_SKYBOX=Reflect Skybox
option.REFLECTION_SKYBOX.comment=Allows resource pack skybox to be included in reflections. §c[-]§rSkybox is only applied to transparent surfaces.

option.REFLECTION_SPECULAR=Specular Reflection*
option.REFLECTION_SPECULAR.comment=Enables reflection on smooth or metallic surfaces.

option.REFLECTION_ROUGH=Rough Reflection*
option.REFLECTION_ROUGH.comment=Allows surfaces with lower smoothness to render blurry reflections. §c[-]§rMay contain minor artifacts.

option.REFLECTION_RAIN=Rain Reflection*
option.REFLECTION_RAIN.comment=Allows surfaces to be wet while raining.  §e[*]§rRequires specular reflection.

option.REFLECTION_RAIN_AMOUNT=Puddle Amount
option.REFLECTION_RAIN_AMOUNT.comment=Adjusts the amount of puddles created while raining.
value.REFLECTION_RAIN_AMOUNT.0.4=Very Low
value.REFLECTION_RAIN_AMOUNT.0.5=Low
value.REFLECTION_RAIN_AMOUNT.0.6=Medium
value.REFLECTION_RAIN_AMOUNT.0.7=High
value.REFLECTION_RAIN_AMOUNT.1.0=Very high

option.SPECULAR_HIGHLIGHT_ROUGH=Rough Specular Highlight*
option.SPECULAR_HIGHLIGHT_ROUGH.comment=Allows rough surfaces to have weak gloss.

option.ALBEDO_METAL=labPBR Albedo Metal*
option.ALBEDO_METAL.comment=Applies base texture as tint on hardcoded metallic surfaces. §e[*]§rWorks on labPBR material format only.

#Normals & Parallax
option.PARALLAX=3D Depth (Parallax)
option.PARALLAX.comment=Adds real depth to blocks using height maps. This makes cracks and bricks look "sunken" or "pushed out". §e[*]§rThis is the master toggle for all 3D effects.

option.PARALLAX_DEPTH=Parallax Depth*
option.PARALLAX_DEPTH.comment=Adjusts parallax deepness.
value.PARALLAX_DEPTH.0.05=5 cm
value.PARALLAX_DEPTH.0.10=10 cm
value.PARALLAX_DEPTH.0.15=15 cm
value.PARALLAX_DEPTH.0.20=20 cm
value.PARALLAX_DEPTH.0.25=25 cm
value.PARALLAX_DEPTH.0.30=30 cm
value.PARALLAX_DEPTH.0.35=35 cm
value.PARALLAX_DEPTH.0.40=40 cm
value.PARALLAX_DEPTH.0.45=45 cm
value.PARALLAX_DEPTH.0.50=50 cm

option.PARALLAX_QUALITY=Parallax Samples*
option.PARALLAX_QUALITY.comment=Adjusts the quality of parallax occlusion mapping.

option.PARALLAX_DISTANCE=Parallax Distance*
option.PARALLAX_DISTANCE.comment=Adjusts how far parallax occlusion mapping and self shadows can be rendered.

option.SELF_SHADOW=Self Shadows
option.SELF_SHADOW.comment=Allows a 3D block to cast shadows on itself (e.g., bricks casting shadows on the cracks between them). §a[+]§rGreatly enhances the 3D look.

option.SELF_SHADOW_ANGLE=Self Shadows Angle*
option.SELF_SHADOW_ANGLE.comment=Adjusts the self shadowing angle, higher value allows the shadow to travel further.

option.SELF_SHADOW_QUALITY=Self Shadows Samples*
option.SELF_SHADOW_QUALITY.comment=Adjusts the quality of self shadowing.

option.SELF_SHADOW_STRENGTH=Self Shadows Strength*
option.SELF_SHADOW_STRENGTH.comment=Adjusts the intensity of self shadowing.

option.DIRECTIONAL_LIGHTMAP=Directional Shading
option.DIRECTIONAL_LIGHTMAP.comment=Adds extra shading to faces based on the direction they're facing relative to the sky. Makes blocks look more "solid".

option.DIRECTIONAL_LIGHTMAP_STRENGTH=Dir. Lightmap Strength*
option.DIRECTIONAL_LIGHTMAP_STRENGTH.comment=Adjusts the intensity of Directional Lightmap.
value.DIRECTIONAL_LIGHTMAP_STRENGTH.2.0=Very Low
value.DIRECTIONAL_LIGHTMAP_STRENGTH.1.4=Low
value.DIRECTIONAL_LIGHTMAP_STRENGTH.1.0=Medium
value.DIRECTIONAL_LIGHTMAP_STRENGTH.0.7=High
value.DIRECTIONAL_LIGHTMAP_STRENGTH.0.5=Very High

option.NORMAL_DAMPENING=Normal Dampening*
option.NORMAL_DAMPENING.comment=Reduces normal map strength to prevent reflections being too noisy.

option.NORMAL_PLANTS=Up-facing Plants
option.NORMAL_PLANTS.comment=Forces plant shading to face upwards. §e[*]§rDisable this if you are using a 3D plant resource pack or if plants look too bright/dark from the side.

screen.GENERATED_PBR=Generated PBR Config
screen.GENERATED_NORMALS_CONFIG=Generated Normals Config

#Material
option.GENERATED_SPECULAR=Generated Specular
option.GENERATED_SPECULAR.comment=Automatically generates specular maps based on the base texture. §e[*]§rUseful if you don't have a dedicated resource pack.
option.GENERATED_EMISSION=Generated Emission
option.GENERATED_EMISSION.comment=Automatically generates emissive areas based on the base texture brightness.

option.EMISSION_STRENGTH=Emission Strength
option.EMISSION_STRENGTH.comment=Adjusts the brightness of generated emissive areas.

option.EMISSIVE_FLOWERS=Emissive Flowers
option.EMISSIVE_FLOWERS.comment=Makes certain flowers glow in the dark.
option.EMISSIVE_ORES=Emissive Ores
option.EMISSIVE_ORES.comment=Makes ores glow in the dark.

#Normals & Parallax
option.GENERATED_NORMALS=Generated Normals
option.GENERATED_NORMALS.comment=Automatically generates bump maps based on the base texture. §e[*]§rThis is what creates the "3D effect" even without a resource pack. Disable this for a completely flat look.

option.NORMAL_STRENGTH=Normal Strength
option.NORMAL_STRENGTH.comment=Adjusts the intensity of the generated bumps.

option.NORMAL_RESOLUTION=Normal Resolution
option.NORMAL_RESOLUTION.comment=Adjusts the resolution used for normal generation.

option.NORMAL_THRESHOLD=Normal Threshold
option.NORMAL_THRESHOLD.comment=Adjusts the sensitivity of the normal generation. Higher values mean only sharp color changes create a bump.

#Automatic PBR
option.GENERATED_SPECULAR=Automatic Specular
option.GENERATED_SPECULAR.comment=Automatically makes blocks shiny or matte based on their texture. Great for adding "life" to standard Minecraft blocks without a resource pack.

option.GENERATED_EMISSION=Automatic Emission
option.GENERATED_EMISSION.comment=Allows bright parts of textures (like torches or lanterns) to actually glow. Works best with "Global Emissive" set to "Full".

option.EMISSION_STRENGTH=Automatic Emission Brightness
option.EMISSION_STRENGTH.comment=Controls how bright the automatically generated glow is.

option.EMISSIVE_FLOWERS=Glowy Flowers
option.EMISSIVE_FLOWERS.comment=Forces flowers to have a subtle emissive glow. Makes gardens look magical at night.

option.EMISSIVE_ORES=Glowy Ores
option.EMISSIVE_ORES.comment=Makes ores glow in the dark, making them easier to find and look more interesting.
option.LIGHT_SHAFT=Light Shafts
option.LIGHT_SHAFT.comment=Adds volumetric rays from sun / moon. §a[+]§rThis effect benefits from TAA. §e[*]§rRequires realtime shadows. §e[*]§rPerformance depends on Shadowmap Resolution.

option.WEATHER_PERBIOME=Per Biome Weather
option.WEATHER_PERBIOME.comment=Use varied weather color for different biomes. §c[-]§rMay not work under unknown conditions.

option.WEATHER_OPACITY=Weather Opacity
option.WEATHER_OPACITY.comment=Adjusts weather opacity.

#Sky
option.SKY_DENSITY_D=Day Density
option.SKY_EXPOSURE_D=Day Exposure
option.SKY_DENSITY_N=Night Density
option.SKY_EXPOSURE_N=Night Exposure
option.SKY_DENSITY_W=Weather Density
option.SKY_EXPOSURE_W=Weather Exposure
option.SKY_HORIZON_N=Near Horizon
option.SKY_HORIZON_F=Far Horizon

option.SKY_DESATURATION=Sky Desaturation
option.SKY_DESATURATION.comment=Reduces saturation while adding some tint to the skybox at night

option.SKY_GROUND=Sky Ground
option.SKY_GROUND.comment=Darkens the bottom part of the sky. §e[*]§rThis option is affected by fog density.
value.SKY_GROUND.0=§cOFF
value.SKY_GROUND.1=Reflections Only
value.SKY_GROUND.2=Full

option.UNDERGROUND_SKY=Underground Sky Fix
option.UNDERGROUND_SKY.comment=Hides the sky when the player is in dark area and under sea level (Y: 62). §c[-]§rNot suitable for low superflat worlds.

option.SHADER_END_SKY=Shader End Sky
option.SHADER_END_SKY.comment=Replaces vanilla/modded end skybox with shader based end skybox.

option.SKY_DEFERRED=Deferred Sky
option.SKY_DEFERRED.comment=Renders sky after opaque surfaces are drawn instead of at the beginning. §e[*]§rThis affects resource pack sky rendering.

#Cloud
option.CLOUDS=Clouds
option.CLOUDS.comment=Enables clouds. §a[+]§rSkybox and volumetric clouds benefit from TAA. §e[*]§rVanilla clouds requires vanilla cloud setting set to default or on.
value.CLOUDS.0=§cOFF
value.CLOUDS.1=Skybox
value.CLOUDS.2=Volumetric
value.CLOUDS.3=Vanilla

option.CLOUD_BASE=Base Shape
option.CLOUD_BASE.comment=Determines which noise type used for the cloud's base shape.
value.CLOUD_BASE.0=Perlin
value.CLOUD_BASE.1=Worley
value.CLOUD_BASE.2=Blocky

option.CLOUD_DENSITY=Density
option.CLOUD_DENSITY.comment=Adjusts cloud density, higher density makes artifacts more visible.
value.CLOUD_DENSITY.1=Very Low
value.CLOUD_DENSITY.2=Low
value.CLOUD_DENSITY.4=Medium
value.CLOUD_DENSITY.6=High
value.CLOUD_DENSITY.8=Very High

option.CLOUD_AMOUNT=Amount
option.CLOUD_AMOUNT.comment=Adjusts cloud amount. §e[*]§rThis option is ignored by soft pixel base shape.
value.CLOUD_AMOUNT.12.0=Very Low
value.CLOUD_AMOUNT.11.0=Low
value.CLOUD_AMOUNT.10.0=Medium
value.CLOUD_AMOUNT.9.0=High
value.CLOUD_AMOUNT.8.0=Very High

option.CLOUD_HEIGHT=Height
option.CLOUD_HEIGHT.comment=Adjusts cloud height.
value.CLOUD_HEIGHT.5.0=Very Low
value.CLOUD_HEIGHT.7.5=Low
value.CLOUD_HEIGHT.10.0=Medium
value.CLOUD_HEIGHT.12.5=High
value.CLOUD_HEIGHT.15.0=Very High

option.CLOUD_VOLUMETRIC_SCALE=Volumetric Scale
option.CLOUD_VOLUMETRIC_SCALE.comment=Adjusts volumetric cloud altitude and size
value.CLOUD_VOLUMETRIC_SCALE.6.0=Old Vanilla
value.CLOUD_VOLUMETRIC_SCALE.12.4=Vanilla
value.CLOUD_VOLUMETRIC_SCALE.16.0=Original Skybox

option.CLOUD_STRETCH=Stretch
option.CLOUD_STRETCH.comment=Adjusts cloud stretch.
value.CLOUD_STRETCH.2.0=Very Low
value.CLOUD_STRETCH.1.4=Low
value.CLOUD_STRETCH.1.0=Medium
value.CLOUD_STRETCH.0.7=High
value.CLOUD_STRETCH.0.5=Very High

option.CLOUD_THICKNESS=Thickness
option.CLOUD_THICKNESS.comment=Adjusts cloud thickness.
value.CLOUD_THICKNESS.2=Very Low
value.CLOUD_THICKNESS.4=Low
value.CLOUD_THICKNESS.5=Medium
value.CLOUD_THICKNESS.7=High
value.CLOUD_THICKNESS.10=Very High

option.CLOUD_DETAIL=Detail
option.CLOUD_DETAIL.comment=Adjusts cloud detail.  §e[*]§rThis option is ignored by soft pixel base shape.
value.CLOUD_DETAIL.0.3=Very Low
value.CLOUD_DETAIL.0.7=Low
value.CLOUD_DETAIL.1.0=Medium
value.CLOUD_DETAIL.1.3=High
value.CLOUD_DETAIL.1.7=Very High

option.CLOUD_SPEED=Speed
option.CLOUD_SPEED.comment=Adjusts cloud speed.

option.CLOUD_OPACITY=Opacity
option.CLOUD_OPACITY.comment=Adjusts cloud opacity.

option.CLOUD_BRIGHTNESS=Brightness
option.CLOUD_BRIGHTNESS.comment=Adjusts cloud brightness.

#Fog
option.FOG_DENSITY=Overworld Fog Density
option.FOG_DENSITY.comment=Adjusts fog density while in the overworld.

option.FOG_DENSITY_NETHER=Nether Density
option.FOG_DENSITY_NETHER.comment=Adjusts fog density while in the nether.

option.FOG_DENSITY_END=End Density
option.FOG_DENSITY_END.comment=Adjusts fog density while in the end.

option.FOG_HEIGHT=Height Fog
option.FOG_HEIGHT.comment= Enables height fog, reducing fog amount based on height.

option.FAR_VANILLA_FOG=Far Vanilla Fog
option.FAR_VANILLA_FOG.comment=Enables vanilla-like fog. §e[*]§rThis option is affected by fog density.
value.FAR_VANILLA_FOG.0=§cOFF
value.FAR_VANILLA_FOG.1=Overworld Only
value.FAR_VANILLA_FOG.2=Nether & End Only
value.FAR_VANILLA_FOG.3=Full

#Fog Density
option.FOG_DENSITY_NIGHT=Night - Weather Density
option.FOG_DENSITY_NIGHT.comment=Adjusts fog density multiplier at night and while raining.

option.FOG_DENSITY_WEATHER=Weather Density
option.FOG_DENSITY_WEATHER.comment=Adjusts fog density multiplier while raining.

option.FOG_DENSITY_COLD=Cold Density
option.FOG_DENSITY_COLD.comment=Adjusts fog density multiplier while standing on cold biomes. Cold biomes include any biome where snow occurs. §e[*]§rRequires Per Biome Weather.

option.FOG_DENSITY_DRY=Dry Density
option.FOG_DENSITY_DRY.comment=Adjusts fog density multiplier while standing on dry biomes. Dry biomes include desert, badlands/mesa, and savanna. §e[*]§rRequires Per Biome Weather.

option.FOG_DENSITY_DAMP=Damp Density
option.FOG_DENSITY_DAMP.comment=Adjusts fog density multiplier while standing on damp biomes. Damp biomes include swamp, mushroom island, and jungle. §e[*]§rRequires Per Biome Weather.

option.FOG_DENSITY_INDOOR=Indoor Density
option.FOG_DENSITY_INDOOR.comment=Adjusts fog density multiplier while indoors.

option.FOG_DENSITY_DH=Distant Horizons Density
option.FOG_DENSITY_DH.comment=Adjusts overworld fog density multiplier while Distant Horizons is enabled.

#Height Fog
option.FOG_HEIGHT_Y=Base Height
option.FOG_HEIGHT_Y.comment=Adjusts the height where height fog starts occuring.

option.FOG_HEIGHT_FALLOFF=Height Falloff
option.FOG_HEIGHT_FALLOFF.comment=Adjusts height fog's size.

#Far Vanilla Fog
option.FAR_VANILLA_FOG_STYLE=Far Vanilla Fog Style
option.FAR_VANILLA_FOG_STYLE.comment=Spherical works like vanilla fog. Cylindrical ignores Y axis.
value.FAR_VANILLA_FOG_STYLE.0=Spherical
value.FAR_VANILLA_FOG_STYLE.1=Cylindrical

option.FOG_DENSITY_VANILLA=Vanilla Density
option.FOG_DENSITY_VANILLA.comment=Adjusts fog density for vanilla fog.

option.FOG_VANILLA_CLOUD=Vanilla Cloud Fog
option.FOG_VANILLA_CLOUD.comment=Enables fog on vanilla cloud.
value.FOG_VANILLA_CLOUD.0=§cOFF
value.FOG_VANILLA_CLOUD.1=Minimal
value.FOG_VANILLA_CLOUD.2=Reduced
value.FOG_VANILLA_CLOUD.3=Full

#Skybox
option.SHADER_SUN_MOON=Shader Sun & Moon
option.SHADER_SUN_MOON.comment=Enables shader based sun & moon. §e[*]§rDisable vanilla sun & moon in Video Settings > Details > Sun & Moon on 1.16.4 or below.

option.STARS=Stars
option.STARS.comment=Enables stars.

option.AURORA=Aurora
option.AURORA.comment=Enables aurora. §a[+]§rThis effect benefits from TAA.

option.SKYBOX_INTENSITY=Skybox Intensity
option.SKYBOX_INTENSITY.comment=Adjusts skybox intensity.

option.SKYBOX_OPACITY=Skybox Opacity
option.SKYBOX_OPACITY.comment=Adjusts skybox opacity. §c[-]§rOnly available for 1.16.5 or above.

option.SUN_INTENSITY=Sun Intensity
option.SUN_INTENSITY.comment=Adjusts skybox sun intensity. §c[-]§rOnly available for 1.16.5 or above.

option.MOON_INTENSITY=Moon Intensity
option.MOON_INTENSITY.comment=Adjusts skybox moon intensity. §c[-]§rOnly available for 1.16.5 or above.

option.SHADER_SUN_MOON_SHAPE=Sun & Moon Shape
option.SHADER_SUN_MOON_SHAPE.comment=Determines the shape of shader based sun & moon and specular highlight.
value.SHADER_SUN_MOON_SHAPE.0=Round
value.SHADER_SUN_MOON_SHAPE.1=Square

option.SHADER_SUN_MOON_SIZE=Sun & Moon Size
option.SHADER_SUN_MOON_SIZE.comment=Adjusts size for round sun & moon and specular highlight.

#Light Shaft
option.LIGHT_SHAFT_STRENGTH=Light Shaft Strength
option.LIGHT_SHAFT_STRENGTH.comment=Adjusts light shaft strength.

option.LIGHT_SHAFT_MORNING_FALLOFF=Morning Falloff
option.LIGHT_SHAFT_MORNING_FALLOFF.comment=Adjusts light shaft radius during sunrise/sunset.

option.LIGHT_SHAFT_DAY_FALLOFF=Day Falloff
option.LIGHT_SHAFT_DAY_FALLOFF.comment=Adjusts light shaft radius at noon.

option.LIGHT_SHAFT_NIGHT_FALLOFF=Night Falloff
option.LIGHT_SHAFT_NIGHT_FALLOFF.comment=Adjusts light shaft radius at night.

option.LIGHT_SHAFT_WEATHER_FALLOFF=Weather Falloff
option.LIGHT_SHAFT_WEATHER_FALLOFF.comment=Adjusts light shaft radius multiplier while raining.

#Water
option.WATER_MODE=Water Texture Mode
option.WATER_MODE.comment=Determines whether vanilla water texture should be used. Default : shader's flat water color, no texture. Vanilla : vanilla texture. Tinted Vanilla : vanilla texture with shader's water color. Flat Vanilla : vanilla's flat water color.
value.WATER_MODE.0=Default
value.WATER_MODE.1=Vanilla
value.WATER_MODE.2=Tinted Vanilla
value.WATER_MODE.3=Flat Vanilla

option.WATER_ALPHA_MODE=Water Alpha Mode
option.WATER_ALPHA_MODE.comment=Determines whether the water uses shader based or texture alpha value. §e[*]§rSome effect will keep using shader based alpha value.
value.WATER_ALPHA_MODE.0=Flat
value.WATER_ALPHA_MODE.1=Vanilla

option.WATER_NORMALS=Normals
option.WATER_NORMALS.comment=Enables realtime-generated normal mapping for water. §e[*]§rResource pack normals requires advanced materials enabled.
value.WATER_NORMALS.0=None
value.WATER_NORMALS.1=Worley
value.WATER_NORMALS.2=Perlin
value.WATER_NORMALS.3=Resource Pack

option.WATER_PARALLAX=Parallax
option.WATER_PARALLAX.comment=Enables water displacement.

option.WATER_SHADOW_COLOR=Water Colored Shadows
option.WATER_SHADOW_COLOR.comment=Determines whether water should cast colored shadows for tinting. §e[*]§rEnabling this will prevent transparent objects from casting colored shadows when submerged.

option.WATER_CAUSTICS=Water Caustics
option.WATER_CAUSTICS.comment=Determines whether water should cast caustics. §e[*]§rEnabling this will prevent transparent objects from casting colored shadows when submerged. §e[*]§rRequires realtime shadows.

option.WATER_DETAIL=Detail
option.WATER_DETAIL.comment=Adjusts the ratio between large and small water normals.
value.WATER_DETAIL.0.05=5%
value.WATER_DETAIL.0.10=10%
value.WATER_DETAIL.0.15=15%
value.WATER_DETAIL.0.20=20%
value.WATER_DETAIL.0.25=25%
value.WATER_DETAIL.0.30=30%
value.WATER_DETAIL.0.35=35%
value.WATER_DETAIL.0.40=40%
value.WATER_DETAIL.0.45=45%
value.WATER_DETAIL.0.50=50%

option.WATER_BUMP=Bumpiness
option.WATER_BUMP.comment=Adjusts the intensity of water normals.

option.WATER_SHARPNESS=Sharpness
option.WATER_SHARPNESS.comment=Adjusts the sharpness of water normals and the amount of caustics.
value.WATER_SHARPNESS.0.8=Low
value.WATER_SHARPNESS.0.5=Medium
value.WATER_SHARPNESS.0.2=High

option.WATER_SPEED=Speed
option.WATER_SPEED.comment=Adjusts the noise speed for water normals.

option.WATER_FOG=Water Fog
option.WATER_FOG.comment=Determines whether water fog is only visible while underwater or at all times.
value.WATER_FOG.0=Underwater Only
value.WATER_FOG.1=Full

option.WATER_FOG_DENSITY=Water Fog Density
option.WATER_FOG_DENSITY.comment=Adjusts water fog density.

option.WATER_CAUSTICS_STRENGTH=Caustics Strength
option.WATER_CAUSTICS_STRENGTH.comment=Adjusts water caustics strength.

option.WATER_PIXEL=Pixel Lock
option.WATER_PIXEL.comment=Applies pixelation effect on water normals.
value.WATER_PIXEL.0=OFF

#Camera
option.DOF=Depth of Field
option.DOF.comment=Enables camera focus effect.
option.DOF_STRENGTH=DoF Strength
option.DOF_STRENGTH.comment=Adjusts the focus strength, higher value blurs quicker.

option.MOTION_BLUR=Motion Blur
option.MOTION_BLUR.comment=Enables camera motion based blurring.

option.MOTION_BLUR_STRENGTH=Motion Blur Strength
option.MOTION_BLUR_STRENGTH.comment=Adjusts motion blur intensity.

option.BLOOM=Bloom
option.BLOOM.comment=Allows bright areas to glow.

option.BLOOM_STRENGTH=Bloom Strength
option.BLOOM_STRENGTH.comment=Adjusts bloom intensity.

option.BLOOM_CONTRAST=Bloom Contrast
option.BLOOM_CONTRAST.comment=Adjusts whether the bloom should preserve color contrast or detail visibility. Higher value preserves color contrast while lower value preserves detail visibility.
value.BLOOM_CONTRAST.-4=-1.00
value.BLOOM_CONTRAST.-3=-0.75
value.BLOOM_CONTRAST.-2=-0.50
value.BLOOM_CONTRAST.-1=-0.25
value.BLOOM_CONTRAST.0=0.00
value.BLOOM_CONTRAST.1=0.25
value.BLOOM_CONTRAST.2=0.50
value.BLOOM_CONTRAST.3=0.75
value.BLOOM_CONTRAST.4=1.00

option.BLOOM_RADIUS=Bloom Radius
option.BLOOM_RADIUS.comment=Adjusts how far the glow spreads.
value.BLOOM_RADIUS.1=Minimum
value.BLOOM_RADIUS.2=Very Low
value.BLOOM_RADIUS.3=Low
value.BLOOM_RADIUS.4=Medium
value.BLOOM_RADIUS.5=High
value.BLOOM_RADIUS.6=Very High
value.BLOOM_RADIUS.7=Maximum

option.LENS_FLARE=Lens Flare
option.LENS_FLARE.comment=Enables lens flare.

option.LENS_FLARE_STRENGTH=Lens Flare Strength
option.LENS_FLARE_STRENGTH.comment=Adjusts lens flare intensity.

option.VIGNETTE=Vignette
option.VIGNETTE.comment=Fades the edge of the screen to black. §e[*]§rDisable for 360 imaging.

option.VIGNETTE_STRENGTH=Vignette Strength
option.VIGNETTE_STRENGTH.comment=Adjusts vignette intensity.
value.VIGNETTE_STRENGTH.0.26=0.1
value.VIGNETTE_STRENGTH.0.51=0.2
value.VIGNETTE_STRENGTH.0.72=0.3
value.VIGNETTE_STRENGTH.0.91=0.4
value.VIGNETTE_STRENGTH.1.06=0.5
value.VIGNETTE_STRENGTH.1.19=0.6
value.VIGNETTE_STRENGTH.1.28=0.7
value.VIGNETTE_STRENGTH.1.36=0.8
value.VIGNETTE_STRENGTH.1.40=0.9
value.VIGNETTE_STRENGTH.1.41=1.0

option.DIRTY_LENS=Dirty Lens
option.DIRTY_LENS.comment=Adds dusty particle effect to bloom. §e[*]§rRequires bloom.

option.CHROMATIC_ABERRATION=Chromatic Aberration
option.CHROMATIC_ABERRATION.comment=Adds color distortion around the borders.
value.CHROMATIC_ABERRATION.0=OFF
value.CHROMATIC_ABERRATION.1=Weak
value.CHROMATIC_ABERRATION.2=Strong


option.UNDERWATER_DISTORTION=Underwater Distortion
option.UNDERWATER_DISTORTION.comment=Applies screen distortion while underwater.

#Anti-aliasing
option.FXAA=FXAA
option.FXAA.comment=Enables fast approximate anti-aliasing, done by smoothing out edges with minimal performance cost. §e[*]§rPlease disable Antialiasing in Shaders menu while this option is enabled.

option.TAA=TAA
option.TAA.comment=Enables temporal anti-aliasing, done by smart frame blending which captures improves tiny details and some effects. §e[*]§rSharpening included. §e[*]§rPlease disable Antialiasing in Shaders menu while this option is enabled.

option.FXAA_SUBPIXEL=FXAA Subpixel Smoothing
option.FXAA_SUBPIXEL.comment=Adjusts how much smoothing should FXAA apply to tiny details.
value.FXAA_SUBPIXEL.0.00=§cOFF
value.FXAA_SUBPIXEL.0.25=Low
value.FXAA_SUBPIXEL.0.50=Medium
value.FXAA_SUBPIXEL.0.75=High
value.FXAA_SUBPIXEL.1.00=Very High

option.FXAA_EDGE_SENSITIVITY=FXAA Edge Sensitivity
option.FXAA_EDGE_SENSITIVITY.comment=Adjusts how much edge contrast and brightness required to apply FXAA.
value.FXAA_EDGE_SENSITIVITY.0=Low
value.FXAA_EDGE_SENSITIVITY.1=Medium
value.FXAA_EDGE_SENSITIVITY.2=High

option.TAA_MODE=TAA Mode
option.TAA_MODE.comment=Determines how TAA should be done. Smooth allows some effects to look better at the cost of ghosting. Coarse have less ghosting but barely improves other effects.
value.TAA_MODE.0=Smooth
value.TAA_MODE.1=Coarse

option.TAA_SELECTIVE=Selective TAA
option.TAA_SELECTIVE.comment=Exclude entities, particles, and hand from temporal anti aliasing to reduce ghosting. §c[-]§rExcluded objects will need to rely on FXAA.

#Color
option.LIGHT_MR=Red
option.LIGHT_MG=Green
option.LIGHT_MB=Blue
option.LIGHT_MI=Intensity

option.LIGHT_DR=Red
option.LIGHT_DG=Green
option.LIGHT_DB=Blue
option.LIGHT_DI=Intensity

option.LIGHT_ER=Red
option.LIGHT_EG=Green
option.LIGHT_EB=Blue
option.LIGHT_EI=Intensity

option.LIGHT_NR=Red
option.LIGHT_NG=Green
option.LIGHT_NB=Blue
option.LIGHT_NI=Intensity

option.AMBIENT_MR=Red
option.AMBIENT_MG=Green
option.AMBIENT_MB=Blue
option.AMBIENT_MI=Intensity

option.AMBIENT_DR=Red
option.AMBIENT_DG=Green
option.AMBIENT_DB=Blue
option.AMBIENT_DI=Intensity

option.AMBIENT_ER=Red
option.AMBIENT_EG=Green
option.AMBIENT_EB=Blue
option.AMBIENT_EI=Intensity

option.AMBIENT_NR=Red
option.AMBIENT_NG=Green
option.AMBIENT_NB=Blue
option.AMBIENT_NI=Intensity

option.MINLIGHT_R=Red
option.MINLIGHT_G=Green
option.MINLIGHT_B=Blue
option.MINLIGHT_I=Intensity
value.MINLIGHT_I.0.30=0.30 (Moody)
value.MINLIGHT_I.0.50=0.50 (Default)
value.MINLIGHT_I.0.70=0.70 (Bright)

option.BLOCKLIGHT_R=Red
option.BLOCKLIGHT_G=Green
option.BLOCKLIGHT_B=Blue
option.BLOCKLIGHT_I=Intensity

option.SKY_R=Red
option.SKY_G=Green
option.SKY_B=Blue
option.SKY_I=Intensity

option.WATER_R=Red
option.WATER_G=Green
option.WATER_B=Blue
option.WATER_I=Intensity
option.WATER_A=Alpha
option.WATER_F=Fog Intensity
option.WATER_VI=Vanilla Intensity
option.WATER_VA=Vanilla Alpha Curve

option.WEATHER_RR=Red
option.WEATHER_RG=Green
option.WEATHER_RB=Blue
option.WEATHER_RI=Intensity

option.WEATHER_CR=Red
option.WEATHER_CG=Green
option.WEATHER_CB=Blue
option.WEATHER_CI=Intensity

option.WEATHER_DR=Red
option.WEATHER_DG=Green
option.WEATHER_DB=Blue
option.WEATHER_DI=Intensity

option.WEATHER_BR=Red
option.WEATHER_BG=Green
option.WEATHER_BB=Blue
option.WEATHER_BI=Intensity

option.WEATHER_SR=Red
option.WEATHER_SG=Green
option.WEATHER_SB=Blue
option.WEATHER_SI=Intensity

option.WEATHER_MR=Red
option.WEATHER_MG=Green
option.WEATHER_MB=Blue
option.WEATHER_MI=Intensity

option.WEATHER_VR=Red
option.WEATHER_VG=Green
option.WEATHER_VB=Blue
option.WEATHER_VI=Intensity

option.WEATHER_JR=Red
option.WEATHER_JG=Green
option.WEATHER_JB=Blue
option.WEATHER_JI=Intensity

option.AURORA_LR=Red
option.AURORA_LG=Green
option.AURORA_LB=Blue
option.AURORA_LI=Intensity

option.AURORA_HR=Red
option.AURORA_HG=Green
option.AURORA_HB=Blue
option.AURORA_HI=Intensity

option.NETHER_NR=Red
option.NETHER_NG=Green
option.NETHER_NB=Blue
option.NETHER_NI=Intensity

option.NETHER_VR=Red
option.NETHER_VG=Green
option.NETHER_VB=Blue
option.NETHER_VI=Intensity

option.NETHER_CR=Red
option.NETHER_CG=Green
option.NETHER_CB=Blue
option.NETHER_CI=Intensity

option.NETHER_WR=Red
option.NETHER_WG=Green
option.NETHER_WB=Blue
option.NETHER_WI=Intensity

option.NETHER_BR=Red
option.NETHER_BG=Green
option.NETHER_BB=Blue
option.NETHER_BI=Intensity

option.END_R=Red
option.END_G=Green
option.END_B=Blue
option.END_I=Intensity

option.EMISSIVE_RECOLOR=Emissive Recolor
option.EMISSIVE_RECOLOR.comment=Tints certain emissive blocks with blocklight color.

option.SKY_VANILLA=Vanilla Sky
option.SKY_VANILLA.comment=Use vanilla sky color.

option.SKY_VANILLA_USE_FOG=Use Vanilla Fog Color
option.SKY_VANILLA_USE_FOG.comment=Allows vanilla fog color to be used while Vanilla Sky is enabled.

option.SKY_VANILLA_SKY_BLEND=Vanilla Sky Blend
option.SKY_VANILLA_SKY_BLEND.comment=Adjusts vanilla fog color blending on the sky.

option.SKY_VANILLA_FOG_BLEND=Vanilla Fog Blend
option.SKY_VANILLA_FOG_BLEND.comment=Adjusts vanilla fog color blending on the fog.

option.NETHER_VANILLA=Vanilla Nether
option.NETHER_VANILLA.comment=Use vanilla nether color.

#Color Grading & Tonemap
option.EXPOSURE=Exposure
option.EXPOSURE.comment=Adjusts overall brightness.

option.AUTO_EXPOSURE=Auto Exposure
option.AUTO_EXPOSURE.comment=Enables automatic adjustment to overall brightness.

option.CLASSIC_EXPOSURE=Classic Exposure
option.CLASSIC_EXPOSURE.comment=Enables increased exposure when going indoors.

option.COLOR_GRADING=Color Grading
option.COLOR_GRADING.comment=Enables color grading. §e[*]§rThis option doesn't need to be enabled to change tonemap, saturation, and vibrance sliders.

option.TONEMAP_LOWER_CURVE=Tonemap Lower Curve
option.TONEMAP_LOWER_CURVE.comment=Adjusts contrast of darker colors.

option.TONEMAP_UPPER_CURVE=Tonemap Upper Curve
option.TONEMAP_UPPER_CURVE.comment=Adjusts contrast of brighter colors.

option.TONEMAP_WHITE_CURVE=Tonemap White Curve
option.TONEMAP_WHITE_CURVE.comment=Adjusts how quickly the tonemapped color can reach maximum brightness.

option.TONEMAP_WHITE_PATH=Tonemap White Path
option.TONEMAP_WHITE_PATH.comment=Adjusts how quickly bright and saturated color turns into white.

option.SATURATION=Saturation
option.SATURATION.comment=Adjusts saturation of all colors.

option.VIBRANCE=Vibrance
option.VIBRANCE.comment=Adjusts saturation of less saturated colors, well saturated colors are less affected.

#More Exposure Config
option.AUTO_EXPOSURE_RADIUS=Auto Exposure Radius
option.AUTO_EXPOSURE_RADIUS.comment=Adjusts how much of the screen being used for exposure calculation.
value.AUTO_EXPOSURE_RADIUS.0.002=Very Low
value.AUTO_EXPOSURE_RADIUS.0.04=Low
value.AUTO_EXPOSURE_RADIUS.0.18=Medium
value.AUTO_EXPOSURE_RADIUS.0.35=High
value.AUTO_EXPOSURE_RADIUS.0.7=Very High

option.AUTO_EXPOSURE_SPEED=Auto Exposure Speed
option.AUTO_EXPOSURE_SPEED.comment=Adjusts how fast the exposure change occurs. §c[-]§rFast speed or above may cause flashing in combination with low radius.
value.AUTO_EXPOSURE_SPEED.0.0033=Very Slow
value.AUTO_EXPOSURE_SPEED.0.01=Slow
value.AUTO_EXPOSURE_SPEED.0.033=Medium
value.AUTO_EXPOSURE_SPEED.0.1=Fast
value.AUTO_EXPOSURE_SPEED.0.33=Very Fast

#Color Grading Config
option.CG_RR=Red - Red Value
option.CG_RG=Red - Green Value
option.CG_RB=Red - Blue Value
option.CG_RI=Red Strength Value
option.CG_RM=Minimal Red Value
option.CG_RC=Red Curve Value

option.CG_GR=Green - Red Value
option.CG_GG=Green - Green Value
option.CG_GB=Green - Blue Value
option.CG_GI=Green Strength Value
option.CG_GM=Minimal Green Value
option.CG_GC=Green Curve Value

option.CG_BR=Blue - Red Value
option.CG_BG=Blue - Green Value
option.CG_BB=Blue - Blue Value
option.CG_BI=Blue Strength Value
option.CG_BM=Minimal Blue Value
option.CG_BC=Blue Curve Value

option.CG_TR=Tint - Red Value
option.CG_TG=Tint - Green Value
option.CG_TB=Tint - Blue Value
option.CG_TI=Tint Strength Value
option.CG_TM=Tint Mix Value

#Extras
option.OUTLINE=Outline
option.OUTLINE.comment=Enables outline effect. §c[-]§rBlack, Colored, and 1.12 Update Art are not fully compatible with volumetric clouds.
value.OUTLINE.0=OFF
value.OUTLINE.1=Black
value.OUTLINE.2=Colored
value.OUTLINE.3=1.12 Update Art
value.OUTLINE.4=Dungeons

option.TOON_LIGHTMAP=Toon Lightmap
option.TOON_LIGHTMAP.comment=Reduces the quality of vanilla lighting for cel shading. §e[*]§rThis option is known for making the game "look bad", only enable this when needed.

option.RETRO_FILTER=Retro Filter
option.RETRO_FILTER.comment=Adds pixelation and dithering. §c[-]§rIncompatible with anti-aliasing.

option.RETRO_FILTER_SIZE=Retro Filter Size
option.RETRO_FILTER_SIZE.comment=Adjusts pixel size for retro filter.

option.WORLD_CURVATURE=World Curvature
option.WORLD_CURVATURE.comment=Enables world curvature. §e[*]§rWorks in overworld only. §c[-]§rMissing chunks are handled by Minecraft itself which I can't fix. §c[-]§rMay break block selection highlight on 1.17.

option.WORLD_CURVATURE_SIZE=World Curvature Size
option.WORLD_CURVATURE_SIZE.comment=Adjusts world curvature size. Negative values will bend the world upwards.

option.WHITE_WORLD=White World
option.WHITE_WORLD.comment=Replaces textures with flat white color.

#Block Outline
option.BLOCK_OUTLINE_MODE=Outline Mode
option.BLOCK_OUTLINE_MODE.comment=Determines the block selection outline style. Vanilla keeps the default look. Custom Color uses your chosen RGB color. Rainbow cycles through all colors. Gradient animates a smooth gradient effect.
value.BLOCK_OUTLINE_MODE.0=Vanilla
value.BLOCK_OUTLINE_MODE.1=Custom Color
value.BLOCK_OUTLINE_MODE.2=Rainbow
value.BLOCK_OUTLINE_MODE.3=Gradient

option.BLOCK_OUTLINE_R=Outline Red
option.BLOCK_OUTLINE_R.comment=Adjusts the red color component of the block outline. §e[*]§rUsed in Custom Color and Gradient modes.

option.BLOCK_OUTLINE_G=Outline Green
option.BLOCK_OUTLINE_G.comment=Adjusts the green color component of the block outline. §e[*]§rUsed in Custom Color and Gradient modes.

option.BLOCK_OUTLINE_B=Outline Blue
option.BLOCK_OUTLINE_B.comment=Adjusts the blue color component of the block outline. §e[*]§rUsed in Custom Color and Gradient modes.

option.BLOCK_OUTLINE_OPACITY=Outline Opacity
option.BLOCK_OUTLINE_OPACITY.comment=Adjusts the opacity of the block outline.

option.BLOCK_OUTLINE_ANIM_SPEED=Animation Speed
option.BLOCK_OUTLINE_ANIM_SPEED.comment=Adjusts the animation speed for Rainbow and Gradient outline modes.

#Animations
option.WORLD_TIME_ANIMATION=World Time Animation
option.WORLD_TIME_ANIMATION.comment=Use ingame time for moving objects. §e[*]§rThis option is mostly used when making cinematics. §c[-]§rThis option completely stops animation in the Nether & End.

option.ANIMATION_SPEED=Animation Speed
option.ANIMATION_SPEED.comment=Adjusts animation speed.

#Waving Blocks
option.WAVING_GRASS=Grass
option.WAVING_GRASS.comment=Allows grass to wave.

option.WAVING_CROP=Crops
option.WAVING_CROP.comment=Allows plants on farmlands to wave.

option.WAVING_PLANT=Plants
option.WAVING_PLANT.comment=Allows various plants to wave.

option.WAVING_TALL_PLANT=Tall Plants
option.WAVING_TALL_PLANT.comment=Allows 2 block height plants to wave.

option.WAVING_LEAF=Leaves
option.WAVING_LEAF.comment=Allows leaves to wave.

option.WAVING_VINE=Vines
option.WAVING_VINE.comment=Allows vines to wave.

option.WAVING_WATER=Water
option.WAVING_WATER.comment=Allows water to wave.

option.WAVING_LAVA=Lava
option.WAVING_LAVA.comment=Allows lava to wave.

option.WAVING_FIRE=Fire
option.WAVING_FIRE.comment=Allows fire to wave.

option.WAVING_LANTERN=Lantern
option.WAVING_LANTERN.comment=Allows lantern to wave.