#shaders/lang/zh_CN.lang

profile.LOW=低
profile.MEDIUM=中
profile.HIGH=高 (默认)
profile.ULTRA=超级高

option.SOLAS_BY_SEPTONIOUS=§6Solas Shader
value.SOLAS_BY_SEPTONIOUS.1=§bBy Septonious
option.SOLAS_BY_SEPTONIOUS.comment=Discord: https://discord.gg/4uTAUQR2xu. GitHub: https://github.com/Septonious/Solas-Shader. §cDownload only from §6CurseForge §cor §aModrinth§c!!!

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

screen.ATMOSPHERICS=大气

#----------------------------------------------------------------------------------#

screen.VC_CONFIG=体积云配置

option.VC=体积云
option.BLOCKY_CLOUDS=方块云
option.VC_DETAIL=细节
option.VC_DENSITY=密度
option.VC_AMOUNT=数量
option.VC_HEIGHT=高度
option.VC_THICKNESS=厚度
option.VC_SPEED=速度
option.VC_DISTANCE=渲染距离
option.VC_OPACITY=透明度
option.VC_SHADOWS=云隙光
option.VC_SHADOWS.comment=当阳光被云层遮挡时, 使云层表现出体积光一样的感觉.

#----------------------------------------------------------------------------------#

screen.PC_CONFIG=平面云配置

option.PLANAR_CLOUDS=平面云
option.PLANAR_CLOUDS_BRIGHTNESS=亮度
option.PLANAR_CLOUDS_OPACITY=不透明度

#----------------------------------------------------------------------------------#

screen.VL_CONFIG=体积光配置

option.VL=体积光
option.VL_STRENGTH=强度
option.VL_SAMPLES=采样值
option.VL_STRENGTH_RATIO=比例强度
option.VL_STRENGTH_RATIO.comment=根据和太阳的距离控制体积光的强度. 设置更低的值使体积光在距离太阳越近时越强, 距离太阳越远则越弱.

#----------------------------------------------------------------------------------#

screen.NETHER_SMOKE_CONFIG=下界云雾配置

option.NETHER_SMOKE=下界云雾
option.NETHER_SMOKE_STRENGTH=强度
option.NETHER_SMOKE_SPEED=速度
option.NETHER_SMOKE_FREQUENCY=频率

#----------------------------------------------------------------------------------#

screen.END_DISK_CONFIG=末地云雾配置

option.END_DISK=末地云雾
option.END_DISK_HEIGHT=高度
option.END_DISK_OPACITY=不透明度
option.END_DISK_AMOUNT=数量
option.END_DISK_THICKNESS=厚度

#----------------------------------------------------------------------------------#

screen.LPV_FOG_CONFIG=光雾配置

option.LPV_FOG=光雾
option.LPV_FOG.comment=允许光源影响雾气照明.
option.LPV_FOG_STRENGTH=雾气强度

#----------------------------------------------------------------------------------#

screen.FOG_CONFIG=雾气配置

option.DISTANT_FADE=雾气远距离淡化
option.DISTANT_FADE_STYLE=体积云淡化样式
option.DISTANT_FADE_STYLE.comment=球形类似于原版雾气. 圆柱形会忽略Y轴淡化.
value.DISTANT_FADE_STYLE.0=球形
value.DISTANT_FADE_STYLE.1=圆柱形
option.FOG_DENSITY=雾气密度
option.FOG_HEIGHT=地表雾气高度

#----------------------------------------------------------------------------------#

screen.SKY_CONFIG=天空配置

option.STARS=星空
option.STAR_BRIGHTNESS=星星亮度
option.STAR_AMOUNT=星星数量
option.STAR_SIZE=星星大小
option.END_STARS=末地星空
option.MILKY_WAY=银河
option.MILKY_WAY_BRIGHTNESS=银河亮度
option.END_NEBULA=末地星云
option.END_NEBULA_BRIGHTNESS=星云亮度
option.RAINBOW=彩虹
option.AURORA=极光
option.AURORA_COLD_BIOME_VISIBILITY=极光在积雪生物群系可见
option.AURORA_COLD_BIOME_VISIBILITY.comment=只有当玩家在积雪生物群系中时,才会启用极光.
option.AURORA_FULL_MOON_VISIBILITY=极光在满月夜晚可见
option.AURORA_FULL_MOON_VISIBILITY.comment=只有当满月的时,才会启用极光.

#----------------------------------------------------------------------------------#

option.END_BLACK_HOLE=末地黑洞
option.END_BLACK_HOLE.comment=末地天空中的黑色洞状天体开关.
option.END_BLACK_HOLE_SIZE=涡旋尺寸

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

screen.WATER=水体

option.WATER_FOG=水雾
option.WATER_FOG_EXPONENT=水雾指数
option.WATER_CAUSTICS=水焦散
option.WATER_CAUSTICS_STRENGTH=水体焦散强度
option.WATER_NORMALS=法线
option.WATER_NORMALS.comment=为水面启用实时生成的法线.
value.WATER_NORMALS.0=§c关闭
value.WATER_NORMALS.1=Worley
value.WATER_NORMALS.2=Perlin
option.WATER_NORMAL_BUMP=水面法线凹凸
option.WATER_NORMAL_OFFSET=水体法线偏移
option.WATER_NORMAL_DETAIL=细节
option.WATER_NORMAL_DETAIL.comment=调整大型法线和小型法线间的比例.
value.WATER_NORMAL_DETAIL.0.05=5%
value.WATER_NORMAL_DETAIL.0.10=10%
value.WATER_NORMAL_DETAIL.0.15=15%
value.WATER_NORMAL_DETAIL.0.20=20%
value.WATER_NORMAL_DETAIL.0.25=25%
value.WATER_NORMAL_DETAIL.0.30=30%
value.WATER_NORMAL_DETAIL.0.35=35%
value.WATER_NORMAL_DETAIL.0.40=40%
value.WATER_NORMAL_DETAIL.0.45=45%
value.WATER_NORMAL_DETAIL.0.50=50%
option.REFRACTION=光线折射
option.REFRACTION_STRENGTH=折射强度

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

screen.LIGHTING=照明

option.DYNAMIC_HANDLIGHT=动态手持光源
option.DYNAMIC_HANDLIGHT.comment=允许手持光源 (像是火把之类) 照亮周围.
option.DYNAMIC_HANDLIGHT_STRENGTH=手持光源亮度
option.FLOODFILL_BRIGHTNESS=彩色照明亮度
option.FLOODFILL_RADIUS=彩色照明半径
option.FLOODFILL_RADIUS.comment=调节光线可以传播的距离.
option.VOXEL_VOLUME_SIZE=体素化规模
option.VOXEL_VOLUME_SIZE.comment=调节彩色照明的体素化规模. §c[-]§r 设置较高的数值会极大降低性能.
option.AO=屏幕空间环境光遮蔽(SSAO)
option.AO.comment=使方块与方块/实体之间接触附近的区域变暗.
option.VANILLA_AO=原版环境光遮蔽(Vanilla AO)
option.VANILLA_AO.comment=使方块与方块/实体之间接触附近的区域变暗. 但是这个会比屏幕空间环境光遮蔽的效果差一点 :P
option.AO_STRENGTH=AO 强度
option.AO_RADIUS=AO 半径

#----------------------------------------------------------------------------------#

screen.SHADOWS=阴影配置

option.shadowMapResolution=阴影分辨率
option.shadowDistance=阴影距离
option.entityShadowDistanceMul=实体阴影距离
option.sunPathRotation=日月斜角
option.VPS=可变半阴影(VPS)
option.VPS.comment=启用根据方块投射阴影距离长短来判断阴影是否变得更模糊 / 锐利的功能.
option.VPS_BLUR_STRENGTH=可变半阴影(VPS)强度
option.SHADOW_SAMPLE_COUNT=阴影采样计数
option.SHADOW_COLOR=着色阴影
option.ENTITY_SHADOWS=实体阴影

#=======================================================# Generated PBR #=======================================================#

screen.PBR_MENU=PBR 配置

screen.IPBR=集成PBR

option.GENERATED_SPECULAR=自动生成高光
option.GENERATED_SPECULAR.comment=自动判断方块反射. §c[-]§r 请勿和外部 PBR 资源包混合使用!

#----------------------------------------------------------------------------------#

screen.ISPECULAR=集成高光配置

option.RAIN_PUDDLES=雨坑
option.RAIN_PUDDLES_STRENGTH=雨坑大小
option.SPECULAR_STRENGTH=高光强度
option.WATER_REFLECTIONS=水面反射

option.GENERATED_EMISSION=自动生成自发光
option.GENERATED_EMISSION.comment=自动判断应该发光的方块

#----------------------------------------------------------------------------------#

screen.IEMISSION=集成自发光配置

option.EMISSIVE_FLOWERS=花朵自发光
option.EMISSIVE_ORES=矿石自发光
option.EMISSIVE_CONCRETE=混凝土自发光
option.EMISSION_STRENGTH=自发光强度

#----------------------------------------------------------------------------------#

screen.INORMALS=法线配置

option.GENERATED_NORMALS=自动生成法线
option.GENERATED_NORMALS.comment=自动在方块上生成法线
option.NORMAL_STRENGTH=法线强度
option.NORMAL_RESOLUTION=法线分辨率
option.NORMAL_THRESHOLD=生成阈值

#=======================================================# Resourcepack PBR #=======================================================#

screen.PBR=资源包 PBR

option.PBR=资源包 PBR
option.PBR.comment=启用资源包高光反射和法线贴图, 可以使各种方块的表面有更多的细节.  §e[*]§r本选项需要加载含高光贴图或法线贴图的资源包, 如未加载相应资源包则请禁用. §e[*]§r需要启用高级材质的选项用*加以表示, 在禁用高级材质选项时, 更改这些选项不会影响视觉效果或性能.
option.MATERIAL_FORMAT=材质格式*
option.MATERIAL_FORMAT.comment=用于确认资源包使用的高光反射和法线贴图格式. §e[*]§r纹理艺术家/资源包开发者一般会告知他们的资源包使用哪种格式, 若本选项没有设置对应的格式可能会产生奇怪的效果.
value.MATERIAL_FORMAT.0=SEUS/Old PBR
value.MATERIAL_FORMAT.1=labPBR 1.3

#----------------------------------------------------------------------------------#

screen.PARALLAX_CONFIG=视差配置

option.PARALLAX=视差遮蔽映射*
option.PARALLAX.comment=使用高度图在方块表面上添加位移.
option.PARALLAX_DEPTH=视差深度*
option.PARALLAX_DEPTH.comment=调节视差深度.
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=视差采样值*
option.PARALLAX_QUALITY.comment=调节视差质量.
option.PARALLAX_DISTANCE=视差距离*
option.PARALLAX_DISTANCE.comment=调节视差贴图和自阴影的渲染距离.

#----------------------------------------------------------------------------------#

screen.SELF_SHADOW_CONFIG=自阴影配置

option.SELF_SHADOW=自阴影*
option.SELF_SHADOW.comment=允许表面使用自带的高度图向自身投射阴影.
option.SELF_SHADOW_ANGLE=自阴影角度*
option.SELF_SHADOW_ANGLE.comment=调整自阴影角度, 值越高, 投射阴影越远.
option.SELF_SHADOW_QUALITY=自阴影采样值*
option.SELF_SHADOW_QUALITY.comment=调节自阴影质量.
option.SELF_SHADOW_STRENGTH=自阴影强度*
option.SELF_SHADOW_STRENGTH.comment=调节自阴影的强度.

#=======================================================# COLOR #=======================================================#

screen.COLOR=颜色

screen.LIGHTAMBIENT_COLOR=日光/月光

option.LIGHTTEMP_SS=日出/日落
option.LIGHTTEMP_ME=清晨/傍晚
option.LIGHTTEMP_D=白天
option.LIGHTTEMP_N=夜晚
option.LIGHTINTENSITY_SS=日出/日落 照明强度
option.LIGHTINTENSITY_ME=清晨 照明强度
option.LIGHTINTENSITY_D=白天 照明强度
option.LIGHTINTENSITY_N=夜晚 照明强度

#----------------------------------------------------------------------------------#

screen.END_COLOR=末地光照颜色 & 环境光颜色

option.LIGHT_END_R=红色
option.LIGHT_END_G=绿色
option.LIGHT_END_B=蓝色
option.LIGHT_END_I=强度
option.AMBIENT_END_R=红色
option.AMBIENT_END_G=绿色
option.AMBIENT_END_B=蓝色
option.AMBIENT_END_I=强度

#----------------------------------------------------------------------------------#

screen.MINLIGHT=最小照明颜色

option.MINLIGHT_R=红色
option.MINLIGHT_G=绿色
option.MINLIGHT_B=蓝色
option.MINLIGHT_I=强度

#----------------------------------------------------------------------------------#

screen.BLOCKLIGHT_COLOR=原版方块光颜色

option.BLOCKLIGHT_R=红色
option.BLOCKLIGHT_G=绿色
option.BLOCKLIGHT_B=蓝色
option.BLOCKLIGHT_I=强度

#----------------------------------------------------------------------------------#

screen.WATER_COLOR=水体颜色

option.WATER_R=红色
option.WATER_G=绿色
option.WATER_B=蓝色
option.WATER_I=强度
option.WATER_A=透明度



#=======================================================# POST #=======================================================#

screen.POST=后期效果

option.SHARPENING=图像锐化
option.CHROMATIC_ABERRATION=色调偏差 (CA)
option.CHROMATIC_ABERRATION_STRENGTH=CA 强度
option.LENS_FLARE=镜头眩光
option.LENS_FLARE_STRENGTH=镜头眩光强度

#----------------------------------------------------------------------------------#

screen.TONEMAP=色调映射配置

option.LIGHTNESS_INTENSITY=亮色强度
option.DARKNESS_INTENSITY=暗色强度
option.CONTRAST=对比度

#----------------------------------------------------------------------------------#

screen.DOF_CONFIG=景深效果配置

option.DOF=景深(DoF)
option.DOF.comment=模糊玩家眼睛焦点以外的物体.
option.DOF_STRENGTH=DoF 强度
option.DISTANT_BLUR=距离模糊
option.DISTANT_BLUR_RANGE=距离模糊范围
option.DISTANT_BLUR_STRENGTH=距离模糊强度

option.MANUAL_FOCUS=景深手动对焦
option.MANUAL_FOCUS.comment=为景深设置自定义的对焦距离.
option.DOF_FOCUS=对焦距离
option.TILT=倾斜
option.SHIFT=偏移

#----------------------------------------------------------------------------------#

screen.BLOOM_CONFIG=泛光配置

option.BLOOM=泛光
option.BLOOM_STRENGTH_OVERWORLD=泛光强度 (Overworld)
option.BLOOM_STRENGTH_NETHER=泛光强度 (Nether)
option.BLOOM_STRENGTH_END=泛光强度 (End)
option.BLOOM_TILE_SIZE=泛光块绘制尺寸
option.BLOOM_TILE_SIZE.comment=调整每块泛光块的尺寸. 提高数值会降低精度,增大半径. 降低数值会提高精度,减小半径.
option.BLOOM_CONTRAST=对比度
option.BLOOM_CONTRAST.comment=调整泛光保留颜色的对比度或细节可见程度. 较高的值可以保持色彩对比度,较低的值可以保持细节的可见程度.
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

#=======================================================# OTHER #=======================================================#

screen.OTHER=其他

option.WAVING_PLANTS=植物摇晃
option.WAVING_LEAVES=树叶摇晃
option.WAVING_SPEED=摇晃速度
option.WAVING_AMPLITUDE=摇晃幅度

option.FIREFLIES=萤火虫
option.FIREFLIES.comment=在夜晚启用体积萤火虫效果. §c[-]§r影响性能.
option.FIREFLIES_BRIGHTNESS=萤火虫亮度
# BSL-style resourcepack PBR
screen.MATERIAL=Material
screen.SPECULAR=Specular & Reflections
screen.NORMALS=Normals & Parallax

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 require advanced materials are indicated by *, changing these options won't affect 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.
value.MATERIAL_FORMAT.0=SEUS/Old PBR
value.MATERIAL_FORMAT.1=labPBR 1.3

option.REFLECTION=Reflections
option.REFLECTION.comment=Enables reflections on smooth or metallic surfaces.
value.REFLECTION.0=§cOff
value.REFLECTION.1=Sky & Specular Only
value.REFLECTION.2=Full

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


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_LOD=LOD Reflection
option.REFLECTION_LOD.comment=Determines the quality of DH and Voxy chunks in reflections.
value.REFLECTION_LOD.0=Fast
value.REFLECTION_LOD.1=Fancy

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 Soft
value.REFLECTION_SKY_FALLOFF.2=Soft
value.REFLECTION_SKY_FALLOFF.4=Balanced
value.REFLECTION_SKY_FALLOFF.8=Sharp
value.REFLECTION_SKY_FALLOFF.16=Very Sharp


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

option.REFLECTION_ROUGH=Rough Reflection*
option.REFLECTION_ROUGH.comment=Allows lower-smoothness surfaces to render blurry reflections.

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=Albedo Metal*
option.ALBEDO_METAL.comment=Uses albedo color more strongly for metallic reflectance.




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=Adjusts plant shading. Disable this if non-flat plant models or plant normal maps are used.
