#shaders/lang/en_uk.lang

#Profiles
profile.§bMINIMUM=§bMinimum
profile.§aLOW=§aLow
profile.§eMEDIUM=§eMedium
profile.§4HIGH=§4High
profile.§dULTRA=§dUltra
profile.comment=§bMinimum§r: No shadows or effects - best for weak hardware. §aLow§r: Basic shadows only. §eMedium§r: Filtered shadows with ambient occlusion. §4High§r: Full shadows, light shafts, cirrus clouds, and rain wetness. §dUltra§r: Maximum quality with GTAO, volumetric fog, cloud shadows, and long draw distance.

#Screens
screen.LIGHTING=§eLighting
screen.LIGHTING.comment=Shadows, ambient occlusion, and global illumination settings.
screen.SHADOW_CONFIG=§eShadow Details
screen.SHADOW_CONFIG.comment=Fine-tune shadow behavior, bias, and quality.
screen.MCBL=§eColored Blocklight
screen.MCBL.comment=Settings for multi-colored blocklight rendering.

screen.MATERIAL=§aMaterials
screen.MATERIAL.comment=PBR materials, reflections, normals, and surface detail.
screen.SPECULAR=§aSpecular & Reflections
screen.SPECULAR.comment=Reflection quality, rain puddles, and specular highlights.
screen.NORMALS=§aNormals & Parallax
screen.NORMALS.comment=Normal mapping, parallax occlusion, and self-shadowing.
screen.EMISSIVE=§aEmissive
screen.EMISSIVE.comment=Glowing blocks and emissive surface settings.

screen.ATMOSPHERICS=§bAtmospherics
screen.ATMOSPHERICS.comment=Clouds, fog, sky, and volumetric lighting.
screen.CLOUDS=§bClouds
screen.CLOUDS.comment=Cloud type, density, and appearance settings.
screen.FOG=§bFog
screen.FOG.comment=Fog density, height fog, and vanilla fog distance.
screen.FOG_DENSITY=§bFog Density Details
screen.FOG_DENSITY.comment=Per-condition fog density multipliers.
screen.FOG_HEIGHT=§bHeight Fog Details
screen.FOG_HEIGHT.comment=Height-based fog falloff settings.
screen.FOG_VANILLA=§bVanilla Fog Distance
screen.FOG_VANILLA.comment=Vanilla-style distance fog settings.
screen.SKY=§bSky
screen.SKY.comment=Sky color density, exposure, and horizon settings.
screen.SKYBOX=§bCustomize Skybox
screen.SKYBOX.comment=Sky presets, custom skybox visibility, sun, moon, stars, and aurora settings.
screen.LIGHT_SHAFT=§bLight Shaft Details
screen.LIGHT_SHAFT.comment=Volumetric light ray falloff settings.

screen.WATER=§9Water
screen.WATER.comment=Water rendering style, normals, fog, and caustics.

screen.CAMERA=§dCamera
screen.CAMERA.comment=Depth of field, motion blur, bloom, and lens effects.

screen.ANTIALIASING=§5Anti-aliasing
screen.ANTIALIASING.comment=FXAA and TAA smoothing options.

screen.COLOR=§cColor
screen.COLOR.comment=Fine-tune lighting, sky, water, weather, and aurora colors.
screen.LIGHT_COLOR=§cLighting Color
screen.LIGHT_COLOR.comment=Per-time-of-day light and ambient color adjustments.
screen.LIGHT_M=§6Light (Morning)
screen.AMBIENT_M=§6Ambient (Morning)
screen.LIGHT_D=§eLight (Day)
screen.AMBIENT_D=§eAmbient (Day)
screen.LIGHT_E=§6Light (Evening)
screen.AMBIENT_E=§6Ambient (Evening)
screen.LIGHT_N=§9Light (Night)
screen.AMBIENT_N=§9Ambient (Night)
screen.MINLIGHT=§7Minimum Light
screen.BLOCKLIGHT_COLOR=§cBlocklight Color
screen.SKY_COLOR=§bSky Color
screen.WATER_COLOR=§9Water Color
screen.WEATHER_COLOR=§7Weather 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=§aAurora Color
screen.AURORA_COLOR.comment=Customize the 3-stop aurora color gradient (low, mid, high).
screen.AURORA_L=§aLow Section Color
screen.AURORA_M=§aMid Section Color
screen.AURORA_H=§aHigh Section Color
screen.DIMENSION_COLOR=Dimension Color
screen.NETHER_COLOR=§4Nether 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=§5End Color

screen.CGT=§9Color Grading & Tonemap
screen.CGT.comment=Exposure, tonemapping curves, saturation, and color grading.
screen.EXPOSURE_CONFIG=§9Exposure Details
screen.COLOR_GRADING_CONFIG=§9Color Grading Details
screen.CG_R=Red Channel
screen.CG_G=Green Channel
screen.CG_B=Blue Channel
screen.CG_T=Tint

screen.FUN_EFFECTS=§6Fun Effects
screen.FUN_EFFECTS.comment=Outlines, retro filter, world curvature, and fun visual effects.

screen.ANIMATION=§bAnimations
screen.ANIMATION.comment=Waving blocks and animation speed.

#Settings
option.ABOUT=§5Zayko Shaders
option.ABOUT.comment=by §5SkyNexusHD
value.ABOUT.0=by §9SkyNexusHD
value.ABOUT.1=Supports 1.7.10-1.20.x (OptiFine & Iris)
value.ABOUT.2=Full feature set on 1.16.5+

#=======================#
#       LIGHTING        #
#=======================#

option.SHADOW=§eRealtime Shadows
option.SHADOW.comment=Enables dynamic shadow mapping from the sun and moon. §c[-]§rSignificant performance cost. Disable on low-end hardware.

option.shadowMapResolution=§eShadowmap Quality
option.shadowMapResolution.comment=Resolution of the shadow texture. §e[*]§rHigher = sharper shadows but more VRAM and lower FPS. §e[*]§r2048 is a good balance for most GPUs.
value.shadowMapResolution.512=§bVery Low §7(512)
value.shadowMapResolution.1024=§aLow §7(1024)
value.shadowMapResolution.1536=§eLow-Med §7(1536)
value.shadowMapResolution.2048=§eMedium §7(2048)
value.shadowMapResolution.3072=§6High §7(3072)
value.shadowMapResolution.4096=§cVery High §7(4096)
value.shadowMapResolution.8192=§4Ultra §7(8192)

option.shadowDistance=§eShadow Distance
option.shadowDistance.comment=How far shadows are rendered from the player. §e[*]§rHigher values spread the shadowmap over more area, reducing shadow detail up close.
value.shadowDistance.128.0=Short (128)
value.shadowDistance.192.0=Medium (192)
value.shadowDistance.256.0=Far (256)
value.shadowDistance.384.0=Very Far (384)
value.shadowDistance.512.0=Extreme (512)
value.shadowDistance.768.0=Ultra (768)
value.shadowDistance.1024.0=Maximum (1024)

option.SHADOW_COLOR=§eColored Shadows
option.SHADOW_COLOR.comment=Tints shadows passing through translucent blocks (stained glass, water). §a[+]§rNeeded for colored volumetric light shafts. §c[-]§rSlightly more expensive with shadow filtering on.

option.SHADOW_FILTER=§eShadow Filtering
option.SHADOW_FILTER.comment=Softens shadow edges for smoother, more realistic shadows. §c[-]§rSmall performance cost.

option.AO=§eAmbient Occlusion
option.AO.comment=Adds soft contact shadows in corners and where surfaces meet. Makes the scene feel more grounded and three-dimensional.

option.AO_STRENGTH=§eAO Strength
option.AO_STRENGTH.comment=How dark the ambient occlusion shadows appear. Higher = more pronounced.

option.AO_MODE=§eAO Quality
option.AO_MODE.comment=Ambient occlusion technique. §bClassic§r is the original fast spiral sampling. §bGTAO§r is horizon-based ground-truth AO - more accurate contact shadows and corner darkening. §a[+]§rGTAO benefits from TAA. §c[-]§rGTAO costs slightly more.
value.AO_MODE.0=§aClassic
value.AO_MODE.1=§bGTAO

option.AO_RESOLUTION=§eAO Resolution
option.AO_RESOLUTION.comment=Resolution the ambient occlusion is computed at. §bHalf§r is ~4x cheaper and the depth-aware blur hides the difference in almost all scenes. §bFull§r for maximum edge crispness.
value.AO_RESOLUTION.1=§6Full
value.AO_RESOLUTION.2=§aHalf

option.SSGI=§eScreen-Space GI
option.SSGI.comment=Approximate global illumination using screen-space data. Adds indirect light bounces for more realistic lighting. §c[-]§rNoticeable performance cost. §a[+]§rBenefits from TAA.

option.DESATURATION=§eDesaturation
option.DESATURATION.comment=Reduces color saturation in dark areas, simulating how the human eye perceives color in low light.

option.DESATURATION_FACTOR=§eDesaturation Factor
option.DESATURATION_FACTOR.comment=How much desaturation is applied in dark areas.
value.DESATURATION_FACTOR.2.0=§aVery Low
value.DESATURATION_FACTOR.1.5=§eLow
value.DESATURATION_FACTOR.1.0=§eMedium
value.DESATURATION_FACTOR.0.5=§6High
value.DESATURATION_FACTOR.0.0=§cVery High

option.MULTICOLORED_BLOCKLIGHT=§eMulti-Colored Blocklight
option.MULTICOLORED_BLOCKLIGHT.comment=Torches, lava, and other light sources emit their actual color instead of uniform orange. §e[*]§rOnly works on 1.16.5+ and non-Mac devices. §c[-]§rPerformance cost.

option.VOXEL_COLORED_LIGHT=§eVoxel Colored Light §c(Beta)
option.VOXEL_COLORED_LIGHT.comment=Real colored block light: torches, glowstone, and soul fire tint their surroundings with true position and falloff - even off-screen, unlike Multicolored Blocklight (which this replaces when enabled). Light spreads in over a few frames after placing a block. §e[*]§rRequires Realtime Shadows. §c[-]§rBeta - feedback welcome.

option.VOXEL_VOLUME_SIZE=§eVoxel Volume Size
option.VOXEL_VOLUME_SIZE.comment=Size of the colored-light volume around the camera, in blocks per axis. Larger volumes need a higher Shadowmap Resolution.

option.VOXEL_DEBUG=§eVoxel Debug View
option.VOXEL_DEBUG.comment=Developer overlay: shows the raw voxel light atlas in the bottom-left corner of the screen.

option.DYNAMIC_HANDLIGHT=§eDynamic Handlight
option.DYNAMIC_HANDLIGHT.comment=Holding a torch or other light source in your hand lights up the area around you.

option.HALF_LAMBERT=§eHalf Lambert
option.HALF_LAMBERT.comment=Allows surfaces facing sideways to the sun to still receive some light, creating softer shading. §e[*]§rForces Shadow Bias to Surface Normal mode.

#Shadow Details
option.SHADOW_ENTITY=§eEntity Shadows
option.SHADOW_ENTITY.comment=Mobs and players cast shadows. §e[*]§rDisable if you have lots of mobs loaded for better FPS. §e[*]§rRequires 1.16.5+.

option.SHADOW_BLOCK_ENTITY=§eBlock Entity Shadows
option.SHADOW_BLOCK_ENTITY.comment=Chests, signs, banners, and other block entities cast shadows. §e[*]§rDisable if many block entities are loaded. §e[*]§rRequires 1.16.5+.

option.SHADOW_VEGETATION=§eVegetation Shadows
option.SHADOW_VEGETATION.comment=Grass, crops, and plants cast shadows.

option.SHADOW_CLOUD=§eCloud Shadows
option.SHADOW_CLOUD.comment=Clouds cast shadows on the ground below them. Also lets god rays break through gaps in the clouds. §e[*]§rAffects Light Shafts too.

option.sunPathRotation=§eSun Path Rotation
option.sunPathRotation.comment=Rotates the sun's arc across the sky. 0 = directly overhead at noon. Negative = tilted north, positive = tilted south.

option.SHADOW_BIAS=§eShadow Bias Mode
option.SHADOW_BIAS.comment=How shadow edges are calculated. §e[*]§rLight Direction: preserves shadow edges but looks floaty at distance. §e[*]§rSurface Normal: preserves ground contact but shadows look shorter far away.
value.SHADOW_BIAS.0=Light Direction
value.SHADOW_BIAS.1=Surface Normal

option.SHADOW_PIXEL=§ePixel Locked Shadows
option.SHADOW_PIXEL.comment=Snaps shadows to a pixel grid for a stylized, blocky shadow look. Set to OFF for smooth shadows.
value.SHADOW_PIXEL.0=§cOFF
value.SHADOW_PIXEL.16=16px
value.SHADOW_PIXEL.32=32px
value.SHADOW_PIXEL.64=64px
value.SHADOW_PIXEL.128=128px

option.SHADOW_QUALITY=§eShadow Quality
option.SHADOW_QUALITY.comment=Number of samples used for shadow filtering. Higher = smoother shadows but more expensive. §e[*]§rOnly matters when Shadow Filtering is enabled.
value.SHADOW_QUALITY.0=§bLow §7(4 samples)
value.SHADOW_QUALITY.1=§eMedium §7(8 samples)
value.SHADOW_QUALITY.2=§6High §7(16 samples)
value.SHADOW_QUALITY.3=§cUltra §7(32 samples)

#Colored Blocklight Config
option.MCBL_ANTI_BLEED=§eAnti Bleed
option.MCBL_ANTI_BLEED.comment=Reduces unwanted color bleeding between different light sources. §c[-]§rMay make undersampling artifacts more visible.

option.MCBL_LEGACY_COLOR=§eLegacy Color
option.MCBL_LEGACY_COLOR.comment=Use the old method for calculating blocklight colors. Try this if colored blocklight looks wrong.

option.FROGLIGHT_TINTING=§eFroglight Tinting
option.FROGLIGHT_TINTING.comment=Each froglight variant (ochre, verdant, pearlescent) emits its own color. §a[+]§rRequires Multicolored Blocklight.

option.SOUL_FIRE_TINTING=§eSoul Fire Tinting
option.SOUL_FIRE_TINTING.comment=Soul torches, lanterns, and campfires emit blue-tinted light instead of warm orange. §a[+]§rRequires Multicolored Blocklight.

#=======================#
#       MATERIALS       #
#=======================#

option.ADVANCED_MATERIALS=§aAdvanced Materials
option.ADVANCED_MATERIALS.comment=Enables PBR (physically based rendering) using specular and normal maps from resource packs. §e[*]§rRequires a PBR resource pack for full effect. Options marked with * only work when this is ON. §c[-]§rDisabling may cause visual bugs with entity rendering.

option.MATERIAL_FORMAT=§aMaterial Format*
option.MATERIAL_FORMAT.comment=Which PBR texture format your resource pack uses. §e[*]§rCheck your resource pack's description - using the wrong format causes visual glitches.
value.MATERIAL_FORMAT.0=SEUS / Old PBR
value.MATERIAL_FORMAT.1=labPBR 1.3

option.SSS=§aSubsurface Scattering*
option.SSS.comment=Light penetrates and scatters through translucent blocks like leaves and skin. §a[+]§rLooks better with TAA enabled.

option.BASIC_SSS=§aBasic Scattering
option.BASIC_SSS.comment=A simpler version of subsurface scattering applied to certain blocks. Works without a PBR resource pack.

option.EMISSIVE=§aEmissive
option.EMISSIVE.comment=Makes certain blocks glow (torches, glowstone, etc). §e[*]§r"AdvMat Only" uses the resource pack's emissive map. "Full" adds hardcoded glow to all known blocks. "No Flowers" is Full but without glowing flowers. "Ores Only" only makes ores glow.
value.EMISSIVE.0=§cOFF
value.EMISSIVE.1=AdvMat Only*
value.EMISSIVE.2=§aFull
value.EMISSIVE.3=Ores Only
value.EMISSIVE.4=§eNo Flowers

option.EMISSION_STRENGTH=§aEmissive Strength
option.EMISSION_STRENGTH.comment=How bright emissive surfaces appear. Higher values make glowing blocks brighter.

option.EMISSIVE_HARDCODED=§aHardcoded Emissive
option.EMISSIVE_HARDCODED.comment=Method for calculating emissive brightness on hardcoded blocks.
value.EMISSIVE_HARDCODED.0=Default
value.EMISSIVE_HARDCODED.1=Legacy

option.ENTITY_FLASH=§aEntity Flash
option.ENTITY_FLASH.comment=Damaged entities and creepers about to explode flash white/red.

option.REFRACTION=§aRefraction
option.REFRACTION.comment=Distorts the view behind normal-mapped transparent surfaces like water and glass. §c[-]§rThe transparent surface itself will also distort. §c[-]§rSome features may not work correctly with this on.

option.REFRACTION_DISPERSION=§aRefraction Dispersion
option.REFRACTION_DISPERSION.comment=Splits light into subtle color fringes at refracting edges, like real water and glass. §e[*]§rRequires Refraction.
value.REFRACTION.0=§cOFF
value.REFRACTION.1=Water Only
value.REFRACTION.2=§aFull

option.ALBEDO_BALANCING=§aAlbedo Balancing
option.ALBEDO_BALANCING.comment=Reduces brightness of extremely bright colored surfaces to prevent them from looking washed out.

option.ALPHA_BLEND=§aAlpha Blending
option.ALPHA_BLEND.comment=How transparency blending is calculated. Gamma looks more natural, Linear is more physically accurate.
value.ALPHA_BLEND.0=Gamma
value.ALPHA_BLEND.1=Linear

#Specular & Reflections
option.REFLECTION=§aReflections
option.REFLECTION.comment=Reflection quality on water and translucent surfaces. §e[*]§r"Sky & Specular" is cheaper but doesn't reflect the world. "Full" adds screen-space reflections.
value.REFLECTION.0=§cOFF
value.REFLECTION.1=Sky & Specular
value.REFLECTION.2=§aFull

option.RAYTRACING=§aRay Traced Reflections
option.RAYTRACING.comment=Uses screen-space ray tracing for reflections. Disable for cheaper, approximate reflections instead.

option.REFLECTION_TRANSLUCENT=§aTranslucent Reflections
option.REFLECTION_TRANSLUCENT.comment=Stained glass, ice, slime blocks, and other translucent blocks show reflections.

option.REFLECTION_MODE=§aReflection Mode
option.REFLECTION_MODE.comment=Balances reflection quality vs. artifacts. "Less Duplicates" reduces ghost reflections. "More Gap Filling" hides missing reflection data.
value.REFLECTION_MODE.0=Less Duplicates
value.REFLECTION_MODE.1=Balanced
value.REFLECTION_MODE.2=More Gap Filling

option.REFLECTION_PREVIOUS=§aPrevious Frame Reflection
option.REFLECTION_PREVIOUS.comment=Uses the previous frame to reflect translucent surfaces. §c[-]§rMay break screenshots. §c[-]§rIncompatible with some GPUs. §c[-]§rBugged in 1.7.10.

option.SPECULAR_HIGHLIGHT=§aSpecular Highlight
option.SPECULAR_HIGHLIGHT.comment=The bright glint that appears on shiny surfaces when looking toward the light.
value.SPECULAR_HIGHLIGHT.0=§cOFF
value.SPECULAR_HIGHLIGHT.1=Opaque Only
value.SPECULAR_HIGHLIGHT.2=§aFull

option.REFLECTION_PRECISION=§aHigh Precision Reflection
option.REFLECTION_PRECISION.comment=Reduces choppiness/stairstepping in reflections. Small performance cost.

option.REFLECTION_SKY_FALLOFF=§aSky Reflection Falloff
option.REFLECTION_SKY_FALLOFF.comment=How quickly sky reflections fade in areas with low skylight (indoors, caves).
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=§aReflect Skybox
option.REFLECTION_SKYBOX.comment=Includes resource pack skyboxes in reflections. §c[-]§rOnly works on transparent surfaces.

option.REFLECTION_SPECULAR=§aSpecular Reflection*
option.REFLECTION_SPECULAR.comment=Smooth and metallic surfaces reflect the environment. Requires Advanced Materials and a PBR resource pack.

option.REFLECTION_ROUGH=§aRough Reflection*
option.REFLECTION_ROUGH.comment=Surfaces that aren't perfectly smooth show blurry reflections. §c[-]§rMay have minor artifacts.

option.REFLECTION_RAIN=§aRain Reflection*
option.REFLECTION_RAIN.comment=Surfaces become wet and reflective during rain, with puddles forming. §e[*]§rRequires Specular Reflection to be enabled.

option.REFLECTION_RAIN_AMOUNT=§aPuddle Amount
option.REFLECTION_RAIN_AMOUNT.comment=How many puddles form on surfaces during rain.

option.RAIN_WETNESS=§aSurface Wetness
option.RAIN_WETNESS.comment=All exposed ground gets gradually damp and darker in rain, not just puddle spots. Dries out slowly after rain stops. Porous blocks (dirt, wool) darken more than polished ones.
value.REFLECTION_RAIN_AMOUNT.0.4=Very Few
value.REFLECTION_RAIN_AMOUNT.0.5=Few
value.REFLECTION_RAIN_AMOUNT.0.6=Medium
value.REFLECTION_RAIN_AMOUNT.0.7=Many
value.REFLECTION_RAIN_AMOUNT.1.0=Very Many

option.SPECULAR_HIGHLIGHT_ROUGH=§aRough Specular Highlight*
option.SPECULAR_HIGHLIGHT_ROUGH.comment=Even rough surfaces show a subtle gloss/sheen from strong light sources.

option.ALBEDO_METAL=§alabPBR Albedo Metal*
option.ALBEDO_METAL.comment=Uses the base texture color as tint on metallic surfaces. §e[*]§rOnly works with labPBR material format.

#Normals & Parallax
option.PARALLAX=§aParallax Occlusion Mapping*
option.PARALLAX.comment=Creates the illusion of depth and displacement on flat surfaces using height maps. Makes bricks, stone, etc. look 3D.

option.PARALLAX_DEPTH=§aParallax Depth*
option.PARALLAX_DEPTH.comment=How deep the parallax displacement appears.
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=§aParallax Samples*
option.PARALLAX_QUALITY.comment=Tracing steps for parallax mapping. Higher = more accurate depth at a performance cost.
value.PARALLAX_QUALITY.16=§bVery Low §7(16)
value.PARALLAX_QUALITY.32=§aLow §7(32)
value.PARALLAX_QUALITY.64=§eMedium §7(64)
value.PARALLAX_QUALITY.128=§6High §7(128)
value.PARALLAX_QUALITY.256=§cVery High §7(256)
value.PARALLAX_QUALITY.512=§4Ultra §7(512)

option.PARALLAX_DISTANCE=§aParallax Distance*
option.PARALLAX_DISTANCE.comment=How far from the camera parallax and self-shadows are rendered. Further = more expensive.
value.PARALLAX_DISTANCE.8=8 blocks
value.PARALLAX_DISTANCE.16=16 blocks
value.PARALLAX_DISTANCE.32=32 blocks
value.PARALLAX_DISTANCE.48=48 blocks
value.PARALLAX_DISTANCE.64=64 blocks
value.PARALLAX_DISTANCE.80=80 blocks
value.PARALLAX_DISTANCE.96=96 blocks
value.PARALLAX_DISTANCE.112=112 blocks
value.PARALLAX_DISTANCE.128=128 blocks

option.SELF_SHADOW=§aSelf Shadows*
option.SELF_SHADOW.comment=Surfaces cast shadows on themselves using the height map, adding depth to parallax-mapped textures.

option.SELF_SHADOW_ANGLE=§aSelf Shadow Angle*
option.SELF_SHADOW_ANGLE.comment=How far self-shadows extend across the surface. Higher = longer shadows.

option.SELF_SHADOW_QUALITY=§aSelf Shadow Samples*
option.SELF_SHADOW_QUALITY.comment=Tracing steps for self-shadow calculation. Higher = smoother.
value.SELF_SHADOW_QUALITY.8=§aLow §7(8)
value.SELF_SHADOW_QUALITY.16=§eMedium §7(16)
value.SELF_SHADOW_QUALITY.32=§cHigh §7(32)

option.SELF_SHADOW_STRENGTH=§aSelf Shadow Strength*
option.SELF_SHADOW_STRENGTH.comment=How dark self-shadows appear.

option.DIRECTIONAL_LIGHTMAP=§aDirectional Lightmap*
option.DIRECTIONAL_LIGHTMAP.comment=Adds normal-based shading to vanilla block lighting, giving torchlight directionality. §c[-]§rMay cause lightmap glitches.

option.DIRECTIONAL_LIGHTMAP_STRENGTH=§aDir. Lightmap Strength*
option.DIRECTIONAL_LIGHTMAP_STRENGTH.comment=How strong the directional lighting effect is.
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=§aNormal Dampening*
option.NORMAL_DAMPENING.comment=Reduces normal map intensity to prevent reflections from looking too noisy or speckled.

option.NORMAL_PLANTS=§aUp-facing Plants
option.NORMAL_PLANTS.comment=Makes plants shade as if facing upward. §e[*]§rDisable if using 3D plant models or normal-mapped plants from a resource pack.

#=======================#
#     ATMOSPHERICS      #
#=======================#

option.LIGHT_SHAFT=§bLight Shafts
option.LIGHT_SHAFT.comment=Volumetric god rays from the sun and moon. §a[+]§rBenefits from TAA. §e[*]§rRequires Realtime Shadows. §e[*]§rPerformance depends on Shadowmap Quality.

option.WEATHER_VARIETY=§bDaily Weather Variety
option.WEATHER_VARIETY.comment=Every Minecraft day gets its own sky mood - clear crisp days, streaky cirrus days, overcast days with hazier air and morning fog banks. Cloud shadows follow along. Changes blend in smoothly at dawn.

option.WEATHER_PERBIOME=§bPer Biome Weather
option.WEATHER_PERBIOME.comment=Different biomes have unique weather colors (desert sandstorms, jungle rain, etc). §c[-]§rMay not work in all scenarios.

option.WEATHER_OPACITY=§bWeather Opacity
option.WEATHER_OPACITY.comment=How visible rain and snow particles are.

#Sky
option.SKY_DENSITY_D=§bDay Density
option.SKY_DENSITY_D.comment=Atmospheric scattering density during the day. Higher = more colorful sky gradients.
option.SKY_EXPOSURE_D=§bDay Exposure
option.SKY_EXPOSURE_D.comment=Sky brightness during the day.
option.SKY_DENSITY_N=§bNight Density
option.SKY_DENSITY_N.comment=Atmospheric scattering density at night.
option.SKY_EXPOSURE_N=§bNight Exposure
option.SKY_EXPOSURE_N.comment=Sky brightness at night.
option.SKY_DENSITY_W=§bWeather Density
option.SKY_DENSITY_W.comment=Atmospheric scattering density during rain/snow.
option.SKY_EXPOSURE_W=§bWeather Exposure
option.SKY_EXPOSURE_W.comment=Sky brightness during weather.
option.SKY_HORIZON_N=§bNear Horizon
option.SKY_HORIZON_N.comment=Sky gradient falloff near the horizon.
option.SKY_HORIZON_F=§bFar Horizon
option.SKY_HORIZON_F.comment=Sky gradient falloff at the far horizon.

option.ATMOSPHERE_V2=§bNew Atmosphere
option.ATMOSPHERE_V2.comment=The V8 unified atmosphere: physically-inspired scattering with richer sunrises and sunsets, horizon haze, a proper glow around the sun, and fog/sunlight/clouds that all match the sky. Sky Color sliders still apply. §e[*]§rDisable to get the classic V7 sky back.

option.SKY_PRESET=§bSky Preset
option.SKY_PRESET.comment=Selectable sky moods layered over the atmosphere - sky, fog, and night lighting shift together. Your color sliders still apply underneath. §bZayko§r is the standard look.
value.SKY_PRESET.0=§aZayko
value.SKY_PRESET.1=§6Golden
value.SKY_PRESET.2=§dViolet Twilight
value.SKY_PRESET.3=§9Deep Night

option.SKY_DESATURATION=§bSky Desaturation
option.SKY_DESATURATION.comment=Reduces color saturation of the night sky, adding a subtle blue-gray tint.

option.SKY_GROUND=§bSky Ground
option.SKY_GROUND.comment=Darkens the bottom half of the sky to prevent bright sky below the horizon. §e[*]§rAffected by fog density.
value.SKY_GROUND.0=§cOFF
value.SKY_GROUND.1=Reflections Only
value.SKY_GROUND.2=§aFull

option.UNDERGROUND_SKY=§bUnderground Sky Fix
option.UNDERGROUND_SKY.comment=Hides the sky when underground (below Y:62 and in darkness). §c[-]§rNot suitable for low superflat worlds.

option.SHADER_END_SKY=§bShader End Sky
option.SHADER_END_SKY.comment=Replaces the vanilla End skybox with the shader's custom End sky.

option.SKY_DEFERRED=§bDeferred Sky
option.SKY_DEFERRED.comment=Renders the sky after opaque surfaces instead of before them. §e[*]§rAffects resource pack sky rendering.

#Clouds
option.CLOUDS=§bClouds
option.CLOUDS.comment=Cloud rendering type. §e[*]§rSkybox and volumetric clouds benefit from TAA. §e[*]§rVanilla clouds require vanilla cloud setting set to Default or On.
value.CLOUDS.0=§cOFF
value.CLOUDS.1=Skybox
value.CLOUDS.2=§aVolumetric
value.CLOUDS.3=Vanilla

option.CLOUD_BASE=§bBase Shape
option.CLOUD_BASE.comment=The noise pattern used for generating cloud shapes.
value.CLOUD_BASE.0=Perlin
value.CLOUD_BASE.1=Worley
value.CLOUD_BASE.2=Blocky

option.CLOUD_DENSITY=§bDensity
option.CLOUD_DENSITY.comment=How dense and opaque clouds appear. §e[*]§rVery high values may show rendering artifacts.
value.CLOUD_DENSITY.1=§bVery Low
value.CLOUD_DENSITY.2=§aLow
value.CLOUD_DENSITY.4=§eMedium
value.CLOUD_DENSITY.6=§6High
value.CLOUD_DENSITY.8=§cVery High

option.CLOUD_AMOUNT=§bAmount
option.CLOUD_AMOUNT.comment=How much of the sky is covered by clouds. §e[*]§rIgnored by soft pixel base shape.
value.CLOUD_AMOUNT.12.0=Very Few
value.CLOUD_AMOUNT.11.0=Few
value.CLOUD_AMOUNT.10.0=Medium
value.CLOUD_AMOUNT.9.0=Many
value.CLOUD_AMOUNT.8.0=Very Many

option.CLOUD_HEIGHT=§bHeight
option.CLOUD_HEIGHT.comment=How high above the ground clouds appear.
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=§bVolumetric Scale
option.CLOUD_VOLUMETRIC_SCALE.comment=Overall altitude and size of volumetric clouds.
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=§bStretch
option.CLOUD_STRETCH.comment=How vertically stretched clouds appear. Lower values = taller clouds.
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=§bThickness
option.CLOUD_THICKNESS.comment=Vertical thickness of the cloud layer. Thicker clouds cast deeper shadows.
value.CLOUD_THICKNESS.2=Very Thin
value.CLOUD_THICKNESS.4=Thin
value.CLOUD_THICKNESS.5=Medium
value.CLOUD_THICKNESS.7=Thick
value.CLOUD_THICKNESS.10=Very Thick

option.CLOUD_DETAIL=§bDetail
option.CLOUD_DETAIL.comment=Amount of small-scale detail noise in clouds. §e[*]§rIgnored 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=§bSpeed
option.CLOUD_SPEED.comment=How fast clouds drift across the sky.

option.CLOUD_OPACITY=§bOpacity
option.CLOUD_OPACITY.comment=How transparent/opaque clouds appear.

option.CLOUD_BRIGHTNESS=§bBrightness
option.CLOUD_BRIGHTNESS.comment=Overall brightness of clouds.

option.CLOUD_STYLE=§bCloud Style
option.CLOUD_STYLE.comment=Shape style for volumetric clouds. §bFluffy§r breaks up repetitive blobs with warped coverage and erodes the edges into crisp cauliflower shapes with dense cores. §bClassic§r is the original soft look.
value.CLOUD_STYLE.0=§6Classic
value.CLOUD_STYLE.1=§aFluffy

option.CLOUD_CIRRUS=§bCirrus Clouds §c(Beta)
option.CLOUD_CIRRUS.comment=Adds a second, thin cloud layer high above the main clouds for extra sky depth. Very cheap. §e[*]§rBeta - off by default in every quality profile; enable it here to try it.

option.CLOUD_CIRRUS_AMOUNT=§bCirrus Amount
option.CLOUD_CIRRUS_AMOUNT.comment=How much of the sky the cirrus layer covers.

#Fog
option.FOG_DENSITY=§bOverworld Fog Density
option.FOG_DENSITY.comment=Base fog density in the Overworld.

option.FOG_DENSITY_NETHER=§bNether Density
option.FOG_DENSITY_NETHER.comment=Base fog density in the Nether.

option.FOG_DENSITY_END=§bEnd Density
option.FOG_DENSITY_END.comment=Base fog density in the End.

option.FOG_HEIGHT=§bHeight Fog
option.FOG_HEIGHT.comment=Adds fog that thickens at lower elevations, creating a ground-mist effect.

option.FAR_VANILLA_FOG=§bFar Vanilla Fog
option.FAR_VANILLA_FOG.comment=Adds vanilla-style distance fog that fades distant terrain. §e[*]§rAffected by fog density setting.
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=§aFull

#Fog Density Details
option.FOG_DENSITY_NIGHT=§bNight Density
option.FOG_DENSITY_NIGHT.comment=Fog density multiplier at night and during rain.

option.FOG_DENSITY_WEATHER=§bWeather Density
option.FOG_DENSITY_WEATHER.comment=Fog density multiplier during rain/snow.

option.FOG_DENSITY_COLD=§bCold Biome Density
option.FOG_DENSITY_COLD.comment=Fog density in cold/snowy biomes. §e[*]§rRequires Per Biome Weather.

option.FOG_DENSITY_DRY=§bDry Biome Density
option.FOG_DENSITY_DRY.comment=Fog density in desert, badlands, and savanna. §e[*]§rRequires Per Biome Weather.

option.FOG_DENSITY_DAMP=§bDamp Biome Density
option.FOG_DENSITY_DAMP.comment=Fog density in swamp, mushroom island, and jungle. §e[*]§rRequires Per Biome Weather.

option.FOG_DENSITY_INDOOR=§bIndoor Density
option.FOG_DENSITY_INDOOR.comment=Fog density multiplier when indoors or underground.

option.FOG_DENSITY_DH=§bDistant Horizons Density
option.FOG_DENSITY_DH.comment=Fog density multiplier when Distant Horizons mod is active.

#Height Fog Details
option.FOG_HEIGHT_Y=§bBase Height
option.FOG_HEIGHT_Y.comment=The Y level where height fog begins. Fog gets thicker below this height.

option.FOG_HEIGHT_FALLOFF=§bHeight Falloff
option.FOG_HEIGHT_FALLOFF.comment=How quickly height fog fades with elevation. Higher = fog disappears faster above the base height.

#Far Vanilla Fog
option.FAR_VANILLA_FOG_STYLE=§bVanilla Fog Style
option.FAR_VANILLA_FOG_STYLE.comment=Spherical works exactly like vanilla fog. Cylindrical ignores the Y axis so looking up/down doesn't change fog.
value.FAR_VANILLA_FOG_STYLE.0=Spherical
value.FAR_VANILLA_FOG_STYLE.1=Cylindrical

option.FOG_DENSITY_VANILLA=§bVanilla Fog Density
option.FOG_DENSITY_VANILLA.comment=Density of the vanilla-style distance fog.

option.FOG_VANILLA_CLOUD=§bVanilla Cloud Fog
option.FOG_VANILLA_CLOUD.comment=Applies fog to vanilla clouds.
value.FOG_VANILLA_CLOUD.0=§cOFF
value.FOG_VANILLA_CLOUD.1=Minimal
value.FOG_VANILLA_CLOUD.2=Reduced
value.FOG_VANILLA_CLOUD.3=§aFull

#Skybox
option.SHADER_SUN_MOON=§bShader Sun & Moon
option.SHADER_SUN_MOON.comment=Replaces vanilla sun/moon with the shader's smooth, round/square sun and moon. §e[*]§rOn 1.16.4 or below, also disable vanilla sun/moon in Video Settings > Details.

option.STARS=§bStars
option.STARS.comment=Enables shader-rendered stars in the night sky.

option.AURORA=§bAurora Borealis
option.AURORA.comment=Northern lights effect in the night sky. Can appear as green/blue, red, golden, or silver depending on the moon phase. §a[+]§rBenefits from TAA.

option.AURORA_RARITY=§bAurora Rarity
option.AURORA_RARITY.comment=How often the aurora appears at night. §e[*]§rBased on the moon phase cycle (8 Minecraft days). Rare color variants (§cred§r, §6golden§r, §fsilver§r) appear on specific moon phases regardless of rarity.
value.AURORA_RARITY.0=§aAlways §7(every night)
value.AURORA_RARITY.1=§eCommon §7(~50% of nights)
value.AURORA_RARITY.2=§6Uncommon §7(~37% of nights)
value.AURORA_RARITY.3=§cRare §7(~25% of nights)

option.AURORA_EVERYWHERE=§bAurora Everywhere
option.AURORA_EVERYWHERE.comment=When enabled, the aurora can appear in any biome. When disabled, it only appears in cold/snowy biomes (realistic behavior).

option.RAINBOW=§bRainbow
option.RAINBOW.comment=A rainbow appears in the sky after rain clears while the sun is shining. Appears opposite the sun, just like real rainbows.

option.RAINBOW_BRIGHTNESS=§bRainbow Brightness
option.RAINBOW_BRIGHTNESS.comment=Controls the intensity of the post-rain rainbow.

option.OVERWORLD_NEBULA=§bNebula
option.OVERWORLD_NEBULA.comment=Colorful nebula clouds in the night sky. Color changes with the moon phase - can appear as §9blue/purple§r, §6amber/orange§r, §dpink/rose§r, or §bcyan/teal§r.

option.NEBULA_RARITY=§bNebula Rarity
option.NEBULA_RARITY.comment=How often the nebula appears at night. §e[*]§rBased on the moon phase cycle (8 Minecraft days).
value.NEBULA_RARITY.0=§aAlways §7(every night)
value.NEBULA_RARITY.1=§eCommon §7(~75% of nights)
value.NEBULA_RARITY.2=§6Uncommon §7(~37% of nights)
value.NEBULA_RARITY.3=§cRare §7(~25% of nights)

option.SKYBOX_INTENSITY=§bSkybox Intensity
option.SKYBOX_INTENSITY.comment=Brightness of the overall skybox (resource pack sky).

option.SKYBOX_OPACITY=§bSkybox Opacity
option.SKYBOX_OPACITY.comment=Opacity of the resource pack skybox layer. §c[-]§rOnly works on 1.16.5+.

option.SUN_INTENSITY=§bSun Intensity
option.SUN_INTENSITY.comment=Brightness of the sun disc and its glow in the sky. §c[-]§rOnly works on 1.16.5+.

option.MOON_INTENSITY=§bMoon Intensity
option.MOON_INTENSITY.comment=Brightness of the moon disc and its glow. §e[*]§rGlow is automatically scaled by moon phase. §c[-]§rOnly works on 1.16.5+.

option.SHADER_SUN_MOON_SHAPE=§bSun & Moon Shape
option.SHADER_SUN_MOON_SHAPE.comment=Shape of the shader-rendered sun and moon.
value.SHADER_SUN_MOON_SHAPE.0=Round
value.SHADER_SUN_MOON_SHAPE.1=Square

option.SHADER_SUN_MOON_SIZE=§bSun & Moon Size
option.SHADER_SUN_MOON_SIZE.comment=Scale of the sun and moon discs in the sky.
value.SHADER_SUN_MOON_SIZE.0.25=Tiny
value.SHADER_SUN_MOON_SIZE.0.50=Small
value.SHADER_SUN_MOON_SIZE.0.75=Medium
value.SHADER_SUN_MOON_SIZE.1.00=Large
value.SHADER_SUN_MOON_SIZE.1.25=Very Large
value.SHADER_SUN_MOON_SIZE.1.50=Huge

#Light Shaft Details
option.LIGHT_SHAFT_STRENGTH=§bLight Shaft Strength
option.LIGHT_SHAFT_STRENGTH.comment=Overall intensity of volumetric light rays.

option.VOLUMETRIC_FOG=§bVolumetric Fog
option.VOLUMETRIC_FOG.comment=Rolling fog banks that interact with sunlight - sunbeams cut through fog between trees, denser at dawn/dusk and in rain. §e[*]§rRequires Light Shafts. §c[-]§rSmall performance cost on top of Light Shafts.

option.VOLUMETRIC_FOG_STRENGTH=§bVolumetric Fog Strength
option.VOLUMETRIC_FOG_STRENGTH.comment=Density of the volumetric fog banks.

option.VL_RESOLUTION=§bLight Shaft Resolution
option.VL_RESOLUTION.comment=Resolution the god rays are ray-marched at. §bHalf§r is ~4x cheaper and light shafts are soft by nature, so the difference is barely visible. §bFull§r for maximum sharpness.
value.VL_RESOLUTION.1=§6Full
value.VL_RESOLUTION.2=§aHalf

option.LIGHT_SHAFT_MORNING_FALLOFF=§bMorning Falloff
option.LIGHT_SHAFT_MORNING_FALLOFF.comment=How wide the light shaft cone spreads at sunrise and sunset. Higher = wider rays.

option.LIGHT_SHAFT_DAY_FALLOFF=§bDay Falloff
option.LIGHT_SHAFT_DAY_FALLOFF.comment=Light shaft spread at noon. Usually kept low since the sun is overhead.

option.LIGHT_SHAFT_NIGHT_FALLOFF=§bNight Falloff
option.LIGHT_SHAFT_NIGHT_FALLOFF.comment=Light shaft spread from the moon at night.

option.LIGHT_SHAFT_WEATHER_FALLOFF=§bWeather Falloff
option.LIGHT_SHAFT_WEATHER_FALLOFF.comment=Light shaft spread multiplier during rain/snow. Higher = rays visible through more of the sky during storms.

#=======================#
#         WATER         #
#=======================#

option.WATER_STYLE=§9Water Style
option.WATER_STYLE.comment=Overall water presentation. Classic has sharper, more stylized waves. Cinematic has smoother, more realistic water.
value.WATER_STYLE.0=Classic
value.WATER_STYLE.1=§bCinematic

option.WATER_MODE=§9Water Texture Mode
option.WATER_MODE.comment=What texture the water surface uses. §e[*]§rDefault: flat shader color. Vanilla: original texture. Tinted Vanilla: vanilla texture with shader color. Flat Vanilla: vanilla's flat color.
value.WATER_MODE.0=Default (Shader)
value.WATER_MODE.1=Vanilla
value.WATER_MODE.2=Tinted Vanilla
value.WATER_MODE.3=Flat Vanilla

option.WATER_ALPHA_MODE=§9Water Alpha Mode
option.WATER_ALPHA_MODE.comment=Whether water transparency uses the shader's value or the texture's alpha. §e[*]§rSome effects always use shader alpha.
value.WATER_ALPHA_MODE.0=Flat (Shader)
value.WATER_ALPHA_MODE.1=Vanilla

option.WATER_NORMALS=§9Water Normals
option.WATER_NORMALS.comment=How water surface waves are generated. §e[*]§rResource Pack option requires Advanced Materials.
value.WATER_NORMALS.0=§cNone
value.WATER_NORMALS.1=Worley
value.WATER_NORMALS.2=Perlin
value.WATER_NORMALS.3=Resource Pack

option.WATER_PARALLAX=§9Water Parallax
option.WATER_PARALLAX.comment=Adds depth displacement to water waves, making them look more three-dimensional.

option.WATER_SHADOW_COLOR=§9Water Colored Shadows
option.WATER_SHADOW_COLOR.comment=Water tints light passing through it, giving underwater areas a blue/green tint. §e[*]§rDisables colored shadows from other translucents when submerged.

option.WATER_CAUSTICS=§9Water Caustics
option.WATER_CAUSTICS.comment=Light patterns that appear on surfaces underwater (like a real pool). §e[*]§rRequires Realtime Shadows. §e[*]§rDisables colored shadows from other translucents when submerged.

option.WATER_DETAIL=§9Wave Detail
option.WATER_DETAIL.comment=Balance between large ocean waves and small ripple detail.
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=§9Wave Bumpiness
option.WATER_BUMP.comment=Intensity of water surface normals - how bumpy the water looks.

option.WATER_SHARPNESS=§9Wave Sharpness
option.WATER_SHARPNESS.comment=How crisp and defined water waves appear. Also affects caustic detail.
value.WATER_SHARPNESS.0.8=Soft
value.WATER_SHARPNESS.0.5=Medium
value.WATER_SHARPNESS.0.2=Sharp

option.WATER_SPEED=§9Wave Speed
option.WATER_SPEED.comment=How fast water waves move.

option.WATER_FOG=§9Water Fog
option.WATER_FOG.comment=When water fog is visible. "Underwater Only" hides it when looking at water from above.
value.WATER_FOG.0=Underwater Only
value.WATER_FOG.1=§aAlways

option.WATER_FOG_DENSITY=§9Water Fog Density
option.WATER_FOG_DENSITY.comment=How thick the underwater fog is. Higher = less visibility underwater.

option.WATER_CAUSTICS_STRENGTH=§9Caustics Strength
option.WATER_CAUSTICS_STRENGTH.comment=Brightness of underwater light caustic patterns.

option.WATER_PIXEL=§9Pixel Lock
option.WATER_PIXEL.comment=Snaps water waves to a pixel grid for a retro/blocky water look.
value.WATER_PIXEL.0=§cOFF

option.WATER_GERSTNER_WAVES=§9Gerstner Waves
option.WATER_GERSTNER_WAVES.comment=Replaces basic sine waves with realistic Gerstner wave displacement. Produces sharper crests and more natural ocean motion.

option.WATER_GERSTNER_STEEPNESS=§9Wave Steepness
option.WATER_GERSTNER_STEEPNESS.comment=How sharp the wave crests are. Higher values give pointier, more dramatic peaks. Requires Gerstner Waves to be ON.

option.WATER_SHORE_FOAM=§9Shore Foam
option.WATER_SHORE_FOAM.comment=Adds white foam where water meets solid blocks and on wave crests. Simulates ocean surf.

option.WATER_SHORE_FOAM_WIDTH=§9Foam Width
option.WATER_SHORE_FOAM_WIDTH.comment=How far from the shoreline the foam extends, in blocks.

option.WATER_DEPTH_COLOR=§9Depth Coloring
option.WATER_DEPTH_COLOR.comment=Shallow water appears lighter and more transparent while deep water becomes darker and more saturated.

option.WATER_DEPTH_COLOR_STRENGTH=§9Depth Color Strength
option.WATER_DEPTH_COLOR_STRENGTH.comment=How strongly water depth affects color and transparency. Higher = more dramatic shallow-to-deep transition.

option.WATER_GLITTER=§9Glitter Path
option.WATER_GLITTER.comment=Glowing reflections on water - sun, moon, stars - stretch into the shimmering column that points toward you, like real water at sunset. Scenery reflections stay crisp.

option.WATER_RAIN_RIPPLES=§9Rain Ripples
option.WATER_RAIN_RIPPLES.comment=Circular ripple patterns appear on the water surface during rain. Intensity scales with rain strength.

#=======================#
#        CAMERA         #
#=======================#

option.DOF=§dDepth of Field
option.DOF.comment=Blurs objects that are out of focus, simulating a camera lens. Great for screenshots and cinematics.

option.DOF_STRENGTH=§dDoF Strength
option.DOF_STRENGTH.comment=How strong the blur is for out-of-focus areas. Higher = more blur.

option.MOTION_BLUR=§dMotion Blur
option.MOTION_BLUR.comment=Blurs the screen based on camera movement speed, simulating eye motion persistence.

option.MOTION_BLUR_STRENGTH=§dMotion Blur Strength
option.MOTION_BLUR_STRENGTH.comment=Intensity of the motion blur effect.

option.BLOOM=§dBloom
option.BLOOM.comment=Bright areas glow and bleed light into surrounding pixels. Makes light sources feel more intense and atmospheric.

option.BLOOM_STRENGTH=§dBloom Strength
option.BLOOM_STRENGTH.comment=Intensity of the bloom glow effect.

option.BLOOM_CONTRAST=§dBloom Contrast
option.BLOOM_CONTRAST.comment=Balances bloom between preserving color vibrancy (high) and detail visibility (low).
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=§dBloom Radius
option.BLOOM_RADIUS.comment=How far the bloom glow spreads from bright sources.
value.BLOOM_RADIUS.1=Minimum
value.BLOOM_RADIUS.2=Very Small
value.BLOOM_RADIUS.3=Small
value.BLOOM_RADIUS.4=Medium
value.BLOOM_RADIUS.5=Large
value.BLOOM_RADIUS.6=Very Large
value.BLOOM_RADIUS.7=Maximum

option.LENS_FLARE=§dLens Flare
option.LENS_FLARE.comment=Adds a lens flare effect when looking toward bright light sources like the sun.

option.LENS_FLARE_STRENGTH=§dLens Flare Strength
option.LENS_FLARE_STRENGTH.comment=Intensity of the lens flare effect.

option.VIGNETTE=§dVignette
option.VIGNETTE.comment=Darkens the edges and corners of the screen for a cinematic look. §e[*]§rDisable for 360 degree imaging or panoramas.

option.VIGNETTE_STRENGTH=§dVignette Strength
option.VIGNETTE_STRENGTH.comment=How dark the screen edges become.
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=§dDirty Lens
option.DIRTY_LENS.comment=Adds a dusty/dirty particle overlay to bloom glow, simulating a dirty camera lens. §e[*]§rRequires Bloom enabled.

option.CHROMATIC_ABERRATION=§dChromatic Aberration
option.CHROMATIC_ABERRATION.comment=Adds color fringing around screen edges, simulating a cheap camera lens.
value.CHROMATIC_ABERRATION.0=§cOFF
value.CHROMATIC_ABERRATION.1=Weak
value.CHROMATIC_ABERRATION.2=Strong

option.UNDERWATER_DISTORTION=§dUnderwater Distortion
option.UNDERWATER_DISTORTION.comment=Warps the screen while underwater to simulate water refraction.

#=======================#
#     ANTI-ALIASING     #
#=======================#

option.FXAA=§5FXAA
option.FXAA.comment=Fast Approximate Anti-Aliasing. Smooths jagged edges with minimal performance cost. §e[*]§rDisable "Antialiasing" in the Shaders menu when using this.

option.TAA=§5TAA
option.TAA.comment=Temporal Anti-Aliasing. Blends multiple frames to reduce aliasing and improve detail in effects like clouds, reflections, and aurora. §e[*]§rIncludes built-in sharpening. §e[*]§rDisable "Antialiasing" in the Shaders menu when using this.

option.CAS=§5CAS Sharpening
option.CAS.comment=AMD Contrast Adaptive Sharpening. Recovers detail lost to TAA with fewer halos than basic sharpening, and replaces it when enabled. §e[*]§rRequires TAA.

option.CAS_STRENGTH=§5CAS Strength
option.CAS_STRENGTH.comment=How strongly Contrast Adaptive Sharpening is applied.

option.FXAA_SUBPIXEL=§5FXAA Subpixel Smoothing
option.FXAA_SUBPIXEL.comment=How aggressively FXAA smooths tiny details. Higher = smoother but may blur textures.
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=§5FXAA Edge Sensitivity
option.FXAA_EDGE_SENSITIVITY.comment=Minimum edge contrast required to trigger FXAA smoothing. Low = more smoothing, High = only obvious edges.
value.FXAA_EDGE_SENSITIVITY.0=Low (More Smoothing)
value.FXAA_EDGE_SENSITIVITY.1=Medium
value.FXAA_EDGE_SENSITIVITY.2=High (Less Smoothing)

option.TAA_MODE=§5TAA Mode
option.TAA_MODE.comment=Smooth: better effect quality but more ghosting on moving objects. Coarse: less ghosting but doesn't improve other effects as much.
value.TAA_MODE.0=Smooth
value.TAA_MODE.1=Coarse

option.TAA_SELECTIVE=§5Selective TAA
option.TAA_SELECTIVE.comment=Excludes entities, particles, and the hand from TAA to reduce ghosting artifacts on moving things. §c[-]§rExcluded objects rely on FXAA instead.

#=======================#
#        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_MR=Red
option.AURORA_MG=Green
option.AURORA_MB=Blue
option.AURORA_MI=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

screen.END_ATMOSPHERE=End Atmosphere
screen.END_ATMOSPHERE.comment=Settings for the End dimension's dark void atmosphere, including reality rifts, sparse stars, and oppressive fog.

option.END_NEBULA=§bEnd Nebula
option.END_NEBULA.comment=Enables reality rift effects in the End sky.

option.END_STARS=§bEnd Stars
option.END_STARS.comment=Enables sparse, flickering stars in the End sky.

option.END_VOID_DARKNESS=§bVoid Darkness
option.END_VOID_DARKNESS.comment=Controls how dark the End sky void is. Higher values create a deeper, more oppressive atmosphere.

option.END_RIFT_INTENSITY=§bRift Intensity
option.END_RIFT_INTENSITY.comment=Brightness of the reality rift edges in the End nebula. Higher values create more visible tears in the sky.

option.END_RIFT_SPEED=§bRift Speed
option.END_RIFT_SPEED.comment=Movement speed of the End sky rifts.

option.END_STAR_SPARSITY=§bStar Sparsity
option.END_STAR_SPARSITY.comment=How sparse End dimension stars are. Higher values mean fewer, more isolated stars.

option.END_FOG_OPPRESSION=§bFog Oppression
option.END_FOG_OPPRESSION.comment=Controls how quickly distant objects fade into the void. Higher values create denser, more oppressive fog.

option.END_VL_SHARPNESS=§bVolumetric Sharpness
option.END_VL_SHARPNESS.comment=Controls the falloff sharpness of End volumetric light. Higher values create tighter, more dramatic light shafts.

option.END_VOID_PARTICLES=§5Void Particles
option.END_VOID_PARTICLES.comment=Luminous particles that drift upward from the void below the End islands. Adds life and movement to the dimension.

option.END_PARTICLE_BRIGHTNESS=§5Particle Brightness
option.END_PARTICLE_BRIGHTNESS.comment=Controls the brightness of void particles.

option.END_PARTICLE_DENSITY=§5Particle Density
option.END_PARTICLE_DENSITY.comment=Controls how many void particles are visible. Higher values = more particles.

option.END_PARTICLE_SPEED=§5Particle Speed
option.END_PARTICLE_SPEED.comment=Controls how fast void particles drift upward.

option.END_AURORA=§5Dragon Aurora
option.END_AURORA.comment=Serpentine bands of corrupted energy that snake across the End sky. A chaotic, alien aurora unique to the End dimension.

option.END_AURORA_BRIGHTNESS=§5Aurora Brightness
option.END_AURORA_BRIGHTNESS.comment=Controls the brightness of the End aurora bands.

option.END_AURORA_SPEED=§5Aurora Speed
option.END_AURORA_SPEED.comment=Controls the animation speed of the End aurora.

option.END_VOID_EYE=§5Void Eye
option.END_VOID_EYE.comment=A dark vortex with a swirling accretion disk of energy at the End's focal point. Replaces the default light glow with a black hole effect.

option.END_VOID_EYE_BRIGHTNESS=§5Void Eye Brightness
option.END_VOID_EYE_BRIGHTNESS.comment=Controls the brightness of the accretion disk around the void eye.

option.END_VOID_EYE_SPEED=§5Void Eye Speed
option.END_VOID_EYE_SPEED.comment=Controls the rotation speed of the accretion disk.

option.END_LIGHTNING=§5Void Lightning
option.END_LIGHTNING.comment=Rare, brief arcs of energy that flash across the End sky. Infrequent and dramatic.

option.END_LIGHTNING_BRIGHTNESS=§5Lightning Brightness
option.END_LIGHTNING_BRIGHTNESS.comment=Controls the brightness of void lightning bolts.

option.END_LIGHTNING_INTERVAL=§5Lightning Interval
option.END_LIGHTNING_INTERVAL.comment=Average time in seconds between potential lightning strikes. Lower = more frequent.

option.END_LIGHTNING_CHANCE=§5Lightning Chance
option.END_LIGHTNING_CHANCE.comment=Probability of lightning actually firing each interval. 1.00 = every interval, 0.15 = rare.

option.EMISSIVE_RECOLOR=§aEmissive Recolor
option.EMISSIVE_RECOLOR.comment=Tints certain emissive (glowing) blocks with the blocklight color instead of their default glow color.

option.SKY_VANILLA=§bVanilla Sky
option.SKY_VANILLA.comment=Uses Minecraft's vanilla sky color instead of the shader's custom sky color.

option.SKY_VANILLA_USE_FOG=§bUse Vanilla Fog Color
option.SKY_VANILLA_USE_FOG.comment=Also blend in the vanilla fog color when Vanilla Sky is enabled.

option.SKY_VANILLA_SKY_BLEND=§bVanilla Sky Blend
option.SKY_VANILLA_SKY_BLEND.comment=How much the vanilla sky color mixes with the shader's sky.

option.SKY_VANILLA_FOG_BLEND=§bVanilla Fog Blend
option.SKY_VANILLA_FOG_BLEND.comment=How much the vanilla fog color mixes with the shader's fog.

option.NETHER_VANILLA=§4Vanilla Nether
option.NETHER_VANILLA.comment=Uses Minecraft's vanilla Nether biome colors instead of the shader's custom Nether palette.

#=======================#
#   COLOR GRADING &     #
#      TONEMAP          #
#=======================#

option.EXPOSURE=§eExposure
option.EXPOSURE.comment=Overall scene brightness. Increase if the image looks too dark, decrease if too bright.

option.TONEMAP_OPERATOR=§eTonemap Operator
option.TONEMAP_OPERATOR.comment=Chooses the curve that maps HDR light to the screen. §bZayko§r is the original look. §bAgX§r gives a modern filmic response with natural highlight desaturation. §bAgX Punchy§r adds contrast and saturation. §bACES§r is a popular cinematic curve. §bReinhard§r is a soft, neutral rolloff. §e[*]§rThe Tonemap Curve sliders below only affect Zayko.
value.TONEMAP_OPERATOR.0=§aZayko (Classic)
value.TONEMAP_OPERATOR.1=§bAgX
value.TONEMAP_OPERATOR.2=§bAgX Punchy
value.TONEMAP_OPERATOR.3=§dACES
value.TONEMAP_OPERATOR.4=§eReinhard

option.AUTO_EXPOSURE=§eAuto Exposure
option.AUTO_EXPOSURE.comment=Automatically adjusts brightness based on what's on screen - brighter indoors, dimmer outdoors.

option.CLASSIC_EXPOSURE=§eClassic Exposure
option.CLASSIC_EXPOSURE.comment=Boosts exposure when going indoors, similar to older shader behavior.

option.COLOR_GRADING=§eColor Grading
option.COLOR_GRADING.comment=Enables the color grading system for fine-tuning color balance per channel. §e[*]§rTonemap, saturation, and vibrance sliders work regardless of this setting.

option.TONEMAP_LOWER_CURVE=§eTonemap Lower Curve
option.TONEMAP_LOWER_CURVE.comment=Contrast in dark areas. Higher = darker shadows with more contrast.

option.TONEMAP_UPPER_CURVE=§eTonemap Upper Curve
option.TONEMAP_UPPER_CURVE.comment=Contrast in bright areas. Higher = brighter highlights with more contrast.

option.TONEMAP_WHITE_CURVE=§eTonemap White Curve
option.TONEMAP_WHITE_CURVE.comment=How quickly colors reach maximum brightness. Lower = more headroom before clipping to white.

option.TONEMAP_WHITE_PATH=§eTonemap White Path
option.TONEMAP_WHITE_PATH.comment=How quickly saturated bright colors turn white. Higher = colors wash out to white sooner.

option.SATURATION=§eSaturation
option.SATURATION.comment=Overall color saturation. 1.0 = normal, higher = more vivid, lower = more washed out.

option.VIBRANCE=§eVibrance
option.VIBRANCE.comment=Smart saturation - boosts dull colors more than already-vivid ones. More natural than raw saturation.

option.PURKINJE=§ePurkinje Effect
option.PURKINJE.comment=Simulates night vision - in darkness the eye loses color and shifts blue-green. Adds mood to dark scenes. §e[*]§rOverworld only.

option.PURKINJE_STRENGTH=§ePurkinje Strength
option.PURKINJE_STRENGTH.comment=How strongly the blue night-vision shift is applied.

#Exposure Details
option.AUTO_EXPOSURE_RADIUS=§eAuto Exposure Radius
option.AUTO_EXPOSURE_RADIUS.comment=How much of the screen center is sampled for exposure calculation. Low = only the very center, High = more of the screen.
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=§eAuto Exposure Speed
option.AUTO_EXPOSURE_SPEED.comment=How fast brightness adapts when moving between light/dark areas. §c[-]§rFast speeds may cause flashing 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
option.CG_RM=Minimal Red
option.CG_RC=Red Curve

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

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

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

#=======================#
#        EXTRAS         #
#=======================#

option.OUTLINE=§6Outline
option.OUTLINE.comment=Adds edge outlines to blocks and entities for a cel-shaded or artistic look. §c[-]§rBlack, Colored, and 1.12 Art modes don't work perfectly with volumetric clouds.
value.OUTLINE.0=§cOFF
value.OUTLINE.1=Black
value.OUTLINE.2=Colored
value.OUTLINE.3=1.12 Update Art
value.OUTLINE.4=Dungeons

option.TOON_LIGHTMAP=§6Toon Lightmap
option.TOON_LIGHTMAP.comment=Reduces lighting quality to create a flat, cel-shaded look. §e[*]§rIntentionally makes lighting look "worse" - only enable if you want this art style.

option.RETRO_FILTER=§6Retro Filter
option.RETRO_FILTER.comment=Adds pixelation and color dithering for a retro game look. §c[-]§rIncompatible with anti-aliasing.

option.RETRO_FILTER_SIZE=§6Retro Filter Size
option.RETRO_FILTER_SIZE.comment=Pixel size for the retro filter. Bigger = blockier.

option.WORLD_CURVATURE=§6World Curvature
option.WORLD_CURVATURE.comment=Bends the world like a planet surface. §e[*]§rOverworld only. §c[-]§rChunk loading gaps are a Minecraft limitation. §c[-]§rMay break block highlighting on 1.17+.

option.WORLD_CURVATURE_SIZE=§6World Curvature Size
option.WORLD_CURVATURE_SIZE.comment=Radius of the world curvature. Negative values bend the world upward (bowl shape).

option.WHITE_WORLD=§6White World
option.WHITE_WORLD.comment=Replaces all textures with flat white for debug/testing. Useful for checking lighting without texture interference.

#=======================#
#      ANIMATIONS       #
#=======================#

option.WORLD_TIME_ANIMATION=§6World Time Animation
option.WORLD_TIME_ANIMATION.comment=Uses in-game time for animations instead of real time. §e[*]§rUseful for cinematics with /gamerule doDaylightCycle. §c[-]§rCompletely stops animation in the Nether and End.

option.ANIMATION_SPEED=§6Animation Speed
option.ANIMATION_SPEED.comment=Speed multiplier for all waving/animated blocks.

#Waving Blocks
option.WAVING_GRASS=§6Grass
option.WAVING_GRASS.comment=Grass blocks sway in the wind.

option.WAVING_CROP=§6Crops
option.WAVING_CROP.comment=Wheat, carrots, and other crops sway in the wind.

option.WAVING_PLANT=§6Plants
option.WAVING_PLANT.comment=Flowers, saplings, and small plants sway.

option.WAVING_TALL_PLANT=§6Tall Plants
option.WAVING_TALL_PLANT.comment=Two-block-tall plants (sunflowers, roses, tall grass) sway.

option.WAVING_LEAF=§6Leaves
option.WAVING_LEAF.comment=Tree leaves rustle in the wind.

option.WAVING_VINE=§6Vines
option.WAVING_VINE.comment=Vines sway and move.

option.WAVING_WATER=§6Water
option.WAVING_WATER.comment=Water surface has vertex displacement waves.

option.WAVING_LAVA=§6Lava
option.WAVING_LAVA.comment=Lava surface has vertex displacement.

option.WAVING_FIRE=§6Fire
option.WAVING_FIRE.comment=Fire flickers and moves.

option.WAVING_LANTERN=§6Lantern
option.WAVING_LANTERN.comment=Hanging lanterns gently sway.

#=======================#
#      FUN EFFECTS      #
#=======================#

option.CRT_MONITOR=§6CRT Monitor
option.CRT_MONITOR.comment=Simulates an old CRT display with scanlines, barrel distortion, and RGB phosphor subpixels. Great with Retro Filter!

option.FILM_GRAIN=§6Film Grain
option.FILM_GRAIN.comment=Adds analog film grain noise to the image. Gives a cinematic or vintage feel.

option.FILM_GRAIN_STRENGTH=§6Film Grain Strength
option.FILM_GRAIN_STRENGTH.comment=How visible the film grain effect is. Higher = grainier.

option.SKETCH_MODE=§6Sketch Mode
option.SKETCH_MODE.comment=Turns the world into a pencil sketch with ink outlines and cross-hatching. Darker areas get denser hatching.

option.THERMAL_VISION=§6Thermal Vision
option.THERMAL_VISION.comment=Replaces colors with a thermal heat palette. Cold = black/blue, hot = yellow/white. Based on brightness.

option.NEGATIVE_WORLD=§6Negative World
option.NEGATIVE_WORLD.comment=Inverts all colors like a photo negative. Simple but eerie.

option.PSYCHEDELIC=§6Psychedelic
option.PSYCHEDELIC.comment=Continuously shifts all hues over time for a trippy rainbow cycling effect.

option.PSYCHEDELIC_SPEED=§6Psychedelic Speed
option.PSYCHEDELIC_SPEED.comment=How fast the hue rotation cycles. Higher = faster color shifting.

option.BLOOD_MOON=§6Blood Moon §7(WIP)
option.BLOOD_MOON.comment=On moon phase 4, the moon turns blood red and tints the world with an ominous crimson glow. Cycles naturally every 8 nights.

option.EARTHQUAKE=§6Earthquake
option.EARTHQUAKE.comment=Makes the terrain shake and wobble with sinusoidal waves. Also affects water and block entities.

option.EARTHQUAKE_STRENGTH=§6Earthquake Strength
option.EARTHQUAKE_STRENGTH.comment=How violently the ground shakes. Higher values = more chaos.

option.HOLOGRAM_ENTITIES=§6Hologram Entities
option.HOLOGRAM_ENTITIES.comment=Makes all entities look like sci-fi holograms with blue tint, scanlines, and a slight glow.

option.MIRROR_MODE=§aMirror Mode §7(WIP)
option.MIRROR_MODE.comment=Turns glass into mirrors with full reflections. Stained glass becomes tinted mirrors. §e[*]§rRequires Reflection to be enabled in Material settings.

option.RAIN_ON_LENS=§6Rain on Lens §7(WIP)
option.RAIN_ON_LENS.comment=Water droplets and streaks appear on the screen during rain, distorting the view behind them.

option.OLD_FILM=§6Old Film
option.OLD_FILM.comment=Classic 1920s cinema look with sepia tone, vertical film scratches, brightness flicker, and heavy vignette.

option.GLITCH_EFFECT=§6Glitch Effect
option.GLITCH_EFFECT.comment=Digital corruption with RGB splitting, scanline displacement, and intermittent glitch bursts. Cyberpunk vibes.

option.GLITCH_INTENSITY=§6Glitch Intensity
option.GLITCH_INTENSITY.comment=How strong the glitch distortions are during active bursts.
