# Profiles

profile.STANDARD=Normal
profile.UPSCALED=§aUpscaled
profile.LOW=§bLow
profile.POTATO=§dLowest
profile.LOWER=§dLower
profile.MEDIUM=Medium
profile.MEDIUM_HIGH=Medium High
profile.MEDIUM_LOW=§aMedium Low
profile.HIGH=§eHigh
profile.ULTRA=§cUltra
profile.EXTREME=§cExtreme
profile.LOWTAA=§cLow TAA

# Screens

screen.LPV=Floodfill
screen.Shading=Shading
screen.SHADOW_FILTERING=Shadow Filtering
screen.Temporal_effects=Temporal Effects
screen.Wavy_stuff=Wavy Stuff
screen.LabPBR=LabPBR
screen.DOF=Depth of field
screen.Quality=Quality
screen.Misc=Misc
screen.HDR_OUTPUT=HDR Output
screen.RealisticClouds=Realistic Clouds
screen.Tonemap=Tonemap
screen.PBR=PBR
screen.Tonemapping=Tonemapping
screen.TAA=Temporal Anti-Aliasing
screen.Water=Water
screen.POM=Parallax Occlusion Mapping
screen.Beta=Beta
screen.LPV=LPV
screen.Debug=Debug
screen.Debug2=Debug2

# Options and Comments

option.TILT_SHIFT=Tilt-Shift
option.TILT_ANGLE=Tilt Angle
option.SHIFT_AMOUNT=Shift Amount
option.FOG_FALLOFF=Fog Falloff
option.FOG_FALLOFF.comment=Controls the rate at which fog density decreases with distance, affecting the visibility and mood of distant objects.

option.DAWN_PEAK_TIME=Dawn Peak Time
option.DAWN_PEAK_TIME.comment=Sets the time at which the lighting intensity reaches its maximum during dawn.

option.DAWN_PEAK_AMOUNT=Dawn Peak Amount
option.DAWN_PEAK_AMOUNT.comment=Defines the maximum intensity of lighting during dawn, simulating the transition from night to day.

option.DAWN_DECAY_RATE=Dawn Decay Rate
option.DAWN_DECAY_RATE.comment=Adjusts how quickly the dawn lighting fades after reaching its peak, affecting the duration of dawn.

option.DUSK_PEAK_TIME=Dusk Peak Time
option.DUSK_PEAK_TIME.comment=Sets the time at which the lighting intensity reaches its maximum during dusk.

option.DUSK_PEAK_AMOUNT=Dusk Peak Amount
option.DUSK_PEAK_AMOUNT.comment=Defines the maximum intensity of lighting during dusk, simulating the transition from day to night.

option.DUSK_DECAY_RATE=Dusk Decay Rate
option.DUSK_DECAY_RATE.comment=Adjusts how quickly the dusk lighting fades after reaching its peak, affecting the duration of dusk.

option.MIDNIGHT_PEAK_AMOUNT=Midnight Peak Amount
option.MIDNIGHT_PEAK_AMOUNT.comment=Specifies the maximum intensity of ambient lighting at midnight, simulating night lighting conditions.

option.MIDNIGHT_DECAY_RATE=Midnight Decay Rate
option.MIDNIGHT_DECAY_RATE.comment=Controls how quickly the midnight lighting fades, impacting the intensity and duration of night.

option.DAYTIME_PEAK_AMOUNT=Daytime Peak Amount
option.DAYTIME_PEAK_AMOUNT.comment=Defines the maximum intensity of ambient lighting during daytime, simulating bright daylight conditions.

option.DAYTIME_DECAY_RATE=Daytime Decay Rate
option.DAYTIME_DECAY_RATE.comment=Adjusts the rate at which daytime lighting fades, influencing the length and intensity of daytime.


# Floodfill (LPV) Settings
option.LPV_SIZE=Floodfill Distance
option.LPV_SIZE.comment=Adjusts the distance covered by the Floodfill lighting effect. Determines how far the lighting propagates.
value.LPV_SIZE.6=Small [64]
value.LPV_SIZE.7=Medium [128]
value.LPV_SIZE.8=Large [256]

option.LPV_SATURATION=Light Saturation
option.LPV_SATURATION.comment=Controls the saturation level of the floodfill lighting. Higher values result in more vibrant colors.
suffix.LPV_SATURATION=%

option.LPV_TINT_SATURATION=Tint Saturation
option.LPV_TINT_SATURATION.comment=Adjusts the saturation of the tint applied to the floodfill lighting.
suffix.LPV_TINT_SATURATION=%

option.LPV_NORMAL_STRENGTH=Normal Strength
option.LPV_NORMAL_STRENGTH.comment=Determines the strength of normal vectors in floodfill lighting. Affects how lighting interacts with surface details.
suffix.LPV_NORMAL_STRENGTH=%
value.LPV_NORMAL_STRENGTH.0=OFF

option.LPV_ENTITY_LIGHTS=Entity Lights
option.LPV_ENTITY_LIGHTS.comment=Enables or disables floodfill lighting effects on entities within the game.

option.LPV_REDSTONE_LIGHTS=Redstone Lights
option.LPV_REDSTONE_LIGHTS.comment=Enables or disables floodfill lighting effects on Redstone components.

option.LPV_COLORED_CANDLES=Colored Candles
option.LPV_COLORED_CANDLES.comment=Allows candles to emit colored light through floodfill lighting.

option.LPV_NOSHADOW_HACK=Iris <= 1.7.0 Fix
option.LPV_NOSHADOW_HACK.comment=Applies a fix for shadow rendering issues in Iris versions 1.7.0 and below when using floodfill lighting.

# Shadow Settings
option.shadowDistance=Shadow Distance
option.shadowDistance.comment=Determines how far shadows are rendered from the player. Higher values increase the visible shadow distance.
value.shadowDistance.64.0=4 Chunks
value.shadowDistance.80.0=5 Chunks
value.shadowDistance.96.0=6 Chunks
value.shadowDistance.112.0=7 Chunks
value.shadowDistance.128.0=8 Chunks
value.shadowDistance.144.0=9 Chunks
value.shadowDistance.160.0=10 Chunks
value.shadowDistance.176.0=11 Chunks
value.shadowDistance.192.0=12 Chunks
value.shadowDistance.208.0=13 Chunks
value.shadowDistance.224.0=14 Chunks
value.shadowDistance.240.0=15 Chunks
value.shadowDistance.256.0=16 Chunks
value.shadowDistance.272.0=17 Chunks
value.shadowDistance.288.0=18 Chunks
value.shadowDistance.304.0=19 Chunks
value.shadowDistance.320.0=20 Chunks
value.shadowDistance.336.0=21 Chunks
value.shadowDistance.352.0=22 Chunks
value.shadowDistance.368.0=23 Chunks
value.shadowDistance.384.0=24 Chunks
value.shadowDistance.400.0=25 Chunks
value.shadowDistance.416.0=26 Chunks
value.shadowDistance.432.0=27 Chunks
value.shadowDistance.448.0=28 Chunks
value.shadowDistance.464.0=29 Chunks
value.shadowDistance.480.0=30 Chunks
value.shadowDistance.496.0=31 Chunks
value.shadowDistance.512.0=32 Chunks

option.SHADOW_FILTERING=Shadow Filtering
option.SHADOW_FILTERING.comment=Sets the quality level of shadow filtering. Higher settings produce smoother shadows but may impact performance.
value.SHADOW_FILTERING.0=None
value.SHADOW_FILTERING.1=Simple
value.SHADOW_FILTERING.2=Advanced

option.shadowMapResolution=Shadowmap Resolution
option.shadowMapResolution.comment=Adjusts the size of the shadow map. Higher resolutions provide sharper shadows but can reduce performance.

option.PENUMBRA_SHADOWS=Penumbra Shadows
option.PENUMBRA_SHADOWS.comment=Enables or disables penumbra shadows, adding soft edges to shadows for a more realistic appearance.

option.CONTACT_SHADOWS=Contact Shadows
option.CONTACT_SHADOWS.comment=Enables or disables contact shadows, enhancing the depth and realism where objects meet surfaces.

option.SHADOW_DEBUG=Shadow Debug
option.SHADOW_DEBUG.comment=Enables debug modes for shadow rendering, assisting in troubleshooting shadow-related issues.

option.SHADOWS_ENABLED=Shadows Enabled
option.SHADOWS_ENABLED.comment=Toggles the overall shadow rendering in the game. Disabling shadows can improve performance.

option.TIMEFREEZE=Time Freeze
option.TIMEFREEZE.comment=Pauses in-game time, affecting dynamic lighting and shadows based on time of day.

# SSR and Reflections
option.SSR_STEPS=SSR Steps
option.SSR_STEPS.comment=Sets the number of steps for Screen Space Reflections. More steps can improve reflection quality at the cost of performance.

option.REFLECTION_SAMPLES=Reflection samples | min
option.REFLECTION_SAMPLES.comment=Minimum number of samples used for reflections, affecting their smoothness and accuracy.

option.REFLECTION_SAMPLES_MAX=Reflection samples | max
option.REFLECTION_SAMPLES_MAX.comment=Maximum number of samples used for reflections, providing a balance between quality and performance.

option.PBR_REFLECTIONS=Screen Space Reflections
option.PBR_REFLECTIONS.comment=Enables or disables screen space reflections, allowing surfaces to reflect their surroundings dynamically.

option.REFLECTION_CUTOFF=SSR Cutoff
option.REFLECTION_CUTOFF.comment=Determines the distance at which screen space reflections are no longer rendered, optimizing performance.

option.SSPT=Screen Space GI
option.SSPT.comment=Enables Screen Space Global Illumination, enhancing indirect lighting and overall scene realism.

# Atmosphere Settings
option.SKYBLEND=Sky Fade
option.SKYBLEND.comment=Controls the blending of the sky with the horizon, affecting the transition between sky and ground colors.

option.CLOUD_STYLE=Cloud Style
option.CLOUD_STYLE.comment=Selects the visual style of clouds in the game. Different styles offer varying levels of realism and performance.
value.CLOUD_STYLE.1=Minecraft
value.CLOUD_STYLE.2=Realistic

option.SHARPENING_AMOUNT=Sharpness
option.VANILLA_SKY_COLOR=Vanilla Sky Color
option.CLOUD_QUALITY=Cloud Resolution
option.CLOUD_QUALITY.comment=Sets the resolution of cloud textures. Higher resolutions result in more detailed clouds.
value.CLOUD_QUALITY.1=0.5
value.CLOUD_QUALITY.2=0.75
value.CLOUD_QUALITY.3=1.0

option.CLOUD_DENSITY=Density
option.CLOUD_DENSITY.comment=Adjusts the thickness of clouds, affecting how opaque or transparent they appear.

option.CLOUD_LAYER_HEIGHT=Layer height
option.CLOUD_LAYER_HEIGHT.comment=Determines the vertical position of cloud layers, influencing their distribution in the sky.

option.CLOUD_COVER=Cloud Cover
option.CLOUD_COVER.comment=Controls the overall coverage of clouds in the sky. Higher values result in more extensive cloud coverage.

option.CLOUD_TYPE=Cloud Type Modifier
option.CLOUD_TYPE.comment=Modifies the type of clouds generated, allowing for variations in cloud shapes and formations.

option.CLOUD_MARCHING_STEPS=Raymarching Steps
option.CLOUD_MARCHING_STEPS.comment=Sets the number of steps for raymarching in cloud rendering. More steps improve cloud detail but may impact performance.

option.ALT_CLOUDS=Alternate Clouds
option.ALT_CLOUDS.comment=Enables alternative cloud rendering methods for different visual effects.

option.VANILLA_WATER=Textured Water
option.VANILLA_WATER.comment=Toggles the use of textured water, enhancing the visual appearance of water surfaces.

# Shading Settings
option.SSAO=Ambient Occlusion
option.SSAO.comment=Controls the level of ambient occlusion applied to the scene, enhancing depth and shading realism.
value.SSAO.0=Disabled
value.SSAO.1=Simple
value.SSAO.2=Advanced

option.RSM_SAMPLES=GI Samples
option.RSM_SAMPLES.comment=Sets the number of samples for Global Illumination, affecting indirect lighting quality.

option.MIN_LIGHT=Minimum ambient light
option.MIN_LIGHT.comment=Determines the minimum level of ambient light in the scene, preventing complete darkness in shaded areas.

option.SUNMULT=Sunset / Sunrise Multiplier
option.SUNMULT.comment=Adjusts the intensity of lighting during sunset and sunrise, affecting the brightness and color of the sky.

option.TORCH_COLOR=Light Color
option.TORCH_COLOR.comment=Sets the color of torch light sources, allowing for customization of torch illumination.

option.NAMETAG_FIX=Nametag Fix
option.NAMETAG_FIX.comment=Applies fixes to nametag rendering, ensuring they display correctly above entities.

option.RSM=Global Illumination
option.RSM.comment=Enables or disables Global Illumination, enhancing indirect lighting and overall scene realism.

option.GENERATED_NORMALS=Procedural Normal Maps
option.GENERATED_NORMALS.comment=Generates procedural normal maps for surfaces, adding detailed shading without additional textures.

option.LOD_FIX=PBR Fix
option.LOD_FIX.comment=Applies fixes to Level of Detail (LOD) rendering in Physically Based Rendering (PBR), ensuring consistency across distances.

option.SHADOW_WAVE=Wavy Shadows
option.SHADOW_WAVE.comment=Introduces wavy distortions to shadows, simulating dynamic shadow movements like those caused by water surfaces.

option.BLOOM=Bloom
option.BLOOM.comment=Enables or disables the bloom effect, which adds a glow to bright areas in the scene for a more vibrant appearance.

option.SSS_ALT=Simplifed SSS
option.SSS_ALT.comment=Activates simplified Subsurface Scattering (SSS) for smoother skin and material rendering.

option.SSAO_SAMPLES=Ambient Occlusion Samples
option.SSAO_SAMPLES.comment=Sets the number of samples used for ambient occlusion, affecting the quality and performance of shading.

option.HQ_NOISE=High Quality Noise
option.HQ_NOISE.comment=Enables high-quality noise textures, adding subtle variations to surfaces for increased realism.

option.LPV_ENABLED=Floodfill Lighting
option.LPV_ENABLED.comment=Enables or disables floodfill lighting, a technique that spreads light across surfaces for dynamic illumination.

option.LAB_PBR=LabPBR Maps
option.LAB_PBR.comment=Uses Lab color space for Physically Based Rendering (PBR) maps, enhancing color accuracy and lighting interactions.

option.POM_DEPTH=Parallax Depth
option.POM_DEPTH.comment=Adjusts the depth effect in Parallax Occlusion Mapping, influencing the perceived height of surface details.

option.POM=Parallax Occlusion
option.POM.comment=Enables Parallax Occlusion Mapping, adding depth to textures by simulating displacement on surfaces.

option.COLORED_SHADOWS=Colored Shadows
option.COLORED_SHadows.comment=Allows shadows to adopt colors based on the lighting environment, enhancing visual diversity.

option.NORMAL_MAPS=Normal Maps
option.NORMAL_MAPS.comment=Enables the use of normal maps for detailed surface shading without additional geometry.

option.POM_MAP_RES=POM Resolution
option.POM_MAP_RES.comment=Sets the resolution of Parallax Occlusion Mapping textures, affecting the detail and performance.

option.MAX_ITERATIONS=POM Iterations
option.MAX_ITERATIONS.comment=Determines the number of iterations for Parallax Occlusion Mapping calculations, balancing quality and performance.

option.MAX_DIST=Max POM Distance
option.MAX_DIST.comment=Sets the maximum distance for Parallax Occlusion Mapping effects, limiting their influence based on distance.

option.BUMP_MULT=Normal Depth
option.BUMP_MULT.comment=Controls the intensity of normal mapping, affecting how pronounced surface details appear.

option.PBR_REFLECTIONS=Screen Space Reflections
option.PBR_REFLECTIONS.comment=Enables or disables screen space reflections, allowing surfaces to dynamically reflect their surroundings.

option.REFLECTION_CUTOFF=SSR Cutoff
option.REFLECTION_CUTOFF.comment=Determines the distance at which screen space reflections are no longer rendered, optimizing performance.

option.NORMAL_FIX=Normal Direction Fix
option.NORMAL_FIX.comment=Applies corrections to normal map directions to ensure accurate lighting and shading.

option.WATER_FILTER=Water Reflection Denoiser
option.WATER_FILTER.comment=Reduces noise in water reflections, resulting in clearer and more stable reflective surfaces.

option.CLOUD_QUALITY=Cloud Resolution
option.CLOUD_QUALITY.comment=Sets the resolution of cloud textures, impacting their detail and rendering performance.
value.CLOUD_QUALITY.1=0.5
value.CLOUD_QUALITY.2=0.75
value.CLOUD_QUALITY.3=1.0

option.HQ_WATER=High Quality Waves
option.HQ_WATER.comment=Enables high-quality wave rendering on water surfaces, enhancing realism with more detailed wave patterns.

option.CAUSTICS=Caustics
option.CAUSTICS.comment=Enables caustic effects, which simulate light patterns created by light refracting through water or glass.

option.REFRACTION=Refraction
option.REFRACTION.comment=Controls the refraction effect on transparent surfaces, affecting how light bends through them.

option.SSPT=Screen Space GI
option.SSPT.comment=Enables Screen Space Global Illumination, enhancing indirect lighting and overall scene realism.

# Depth of Field (DOF) Settings
option.CLOUD_SHADOWS=Cloud Shadows
option.CLOUD_SHADOWS.comment=Enables shadows cast by clouds, adding depth and realism to cloud formations.

option.DH_SHADOWMAP=Distant Horizons Shadows
option.DH_SHADOWMAP.comment=Enables shadow mapping for distant horizons, improving shadow accuracy over long distances.

option.CAMERA_SENSOR_SIZE_MM=Sensor Size
option.CAMERA_SENSOR_SIZE_MM.comment=Sets the camera sensor size in millimeters, affecting depth of field calculations.

option.VL_SAMPLES=Volume Samples
option.VL_SAMPLES.comment=Determines the number of samples for volumetric lighting, influencing the quality and performance of volumetric effects.

option.REQUIRES_IRIS=Requires Iris 1.7+
option.REQUIRES_IRIS.comment=Indicates that this feature requires Iris version 1.7 or higher to function correctly.

option.SHADOW_SAMPLES=Shadow Samples
option.SHADOW_SAMPLES.comment=Sets the number of samples used for rendering shadows, affecting their smoothness and quality.

option.DISTORTION_ADJUSTMENT=Adjust Distortion
option.DISTORTION_ADJUSTMENT.comment=Adjusts the level of distortion applied to certain visual effects, such as water or heat haze.

option.VERTEX_WAVES=Geometry Waves
option.VERTEX_WAVES.comment=Enables wave-like distortions on geometry vertices, adding dynamic movement to surfaces.

option.NO_ENTITY_TAA=Disable on entities
option.NO_ENTITY_TAA.comment=Disables Temporal Anti-Aliasing (TAA) on entities, potentially improving performance or reducing artifacts.

option.VOLUMETRIC_LIGHTING=Volumetric Effects
option.VL_NOISE_DENSITY=Volumetric Mist
option.VL_NOISE_DENSITY.comment=Controls the density of volumetric mist effects, adding atmospheric depth to the scene.

option.VL_NOISE_DENSITY_HQ=High Quality Mist
option.VL_NOISE_DENSITY_HQ.comment=Enables high-quality volumetric mist, enhancing the realism of atmospheric effects.

option.DOF=Depth of field
option.DOF.comment=Enables or disables the depth of field effect, which blurs distant or close objects to simulate camera focus.

option.DOF_MODE=Focus mode
option.DOF_MODE.comment=Determines the focus behavior of the depth of field effect. 'Auto' focuses on the player's target, 'Manual' allows setting a specific focus distance, and 'Manual+' uses brightness as a multiplier for focus distance.
value.DOF_MODE.0=Auto
value.DOF_MODE.1=Manual
value.DOF_MODE.2=Manual+

option.BOKEH_MODE=Bokeh mode
option.BOKEH_MODE.comment=Selects the style of bokeh (out-of-focus blur) in depth of field. Different modes offer various aesthetic effects.
value.BOKEH_MODE.0=Standard
value.BOKEH_MODE.1=Hexagonal
value.BOKEH_MODE.2=High Quality
value.BOKEH_MODE.3=Paint/Brush

option.FOCAL=Focal length
option.FOCAL.comment=Sets the focal length of the virtual camera lens, affecting the depth of field and perspective.
suffix.FOCAL=mm

option.APERTURE=Aperture
option.APERTURE.comment=Adjusts the aperture size of the virtual camera lens, influencing the depth of field effect.
prefix.APERTURE=f/

option.MANUAL_FOCUS=Manual focus distance
option.MANUAL_FOCUS.comment=Specifies the distance at which the camera focuses when in manual focus mode.
suffix.MANUAL_FOCUS=m

option.EXCLUDE_MODE=Blur Mode
option.EXCLUDE_MODE.comment=Determines which elements are excluded from the blur effect in depth of field.
value.EXCLUDE_MODE.0=Far and Near, with Hand
value.EXCLUDE_MODE.1=Far, without Near and Hand
value.EXCLUDE_MODE.2=Far and Near, without Hand

option.RTAO_SAMPLES=Advanced AO Samples
option.RTAO_SAMPLES.comment=Sets the number of samples for advanced ambient occlusion, enhancing shading accuracy.

option.RTAO_TRACE_SAMPLES=Advanced AO Trace Samples
option.RTAO_TRACE_SAMPLES.comment=Determines the number of trace samples for advanced ambient occlusion calculations, affecting quality and performance.

# Temporal Anti-Aliasing (TAA) Settings
option.FLICKER_REDUCTION=Flicker reduction
option.FLICKER_REDUCTION.comment=Reduces flickering artifacts in motion by adjusting the TAA algorithm's responsiveness.

option.MIN_LIGHT_BOOST=Brightness Slider Multiplier

option.TAA_HISTORY_WEIGHT=Blend factor
option.TAA_HISTORY_WEIGHT.comment=Controls the blending factor between current frame and historical data in TAA, balancing smoothness and sharpness.

option.HARDCODED_METALS=Hardcoded Metals
option.WATER_PBR=PBR for Translucent blocks

option.TAA_UPSCALING=TAA Upscaling
option.TAA_UPSCALING.comment=Enables upscaling through Temporal Anti-Aliasing, improving performance by rendering at a lower resolution and scaling up.

option.RENDER_SCALE_X=Horizontal render scale
option.RENDER_SCALE_X.comment=Sets the horizontal scaling factor for rendering resolution when upscaling is enabled.

option.RENDER_SCALE_Y=Vertical render scale
option.RENDER_SCALE_Y.comment=Sets the vertical scaling factor for rendering resolution when upscaling is enabled.

option.TAA=Temporal Anti-Aliasing
option.TAA.comment=Performs anti-aliasing over multiple frames to smooth out edges. Can result in various artifacts and has a small to medium performance impact.

option.DLM=Directional Light Maps
option.DLM.comment=Enables directional light maps, enhancing lighting accuracy based on light direction.

option.REFLECTION_SAMPLES=Reflection samples | min
option.REFLECTION_SAMPLES.comment=Minimum number of samples used for rendering reflections, affecting their quality and performance.

option.REFLECTION_SAMPLES_MAX=Reflection samples | max
option.REFLECTION_SAMPLES_MAX.comment=Maximum number of samples used for rendering reflections, allowing for dynamic adjustment based on performance.

option.TAA_CLIP=Clipping
option.TAA_CLIP.comment=Minimizes ghosting in motion by clipping certain frame data, but may introduce flickering. Has a small performance impact.

option.TAA_FILTER=TAA Filter
option.TAA_FILTER.comment=Selects the filter used for frame information in TAA. Different filters affect edge smoothness and sharpness.
value.TAA_FILTER.FILTER_BICUBIC=Bicubic (Catmull-Rom)
value.TAA_FILTER.FILTER_BILINEAR=Bilinear
value.TAA_FILTER.FILTER_NEAREST=Nearest

option.TAA_OFFCENTER_REJECTION=Offcenter Rejection
option.TAA_OFFCENTER_REJECTION.comment=Controls the balance between aliasing reduction and motion blurring in TAA. Higher values prioritize aliasing reduction.

option.TAA_USE_CLOSEST_DEPTH=Use Closest Depth
option.TAA_USE_CLOSEST_DEPTH.comment=Improves the quality of geometry edges in motion by using the closest depth information during TAA processing.

option.SSPT_MIX=SSPT Mix
option.SSPT_MIX.comment=Mixes Screen Space GI with other global illumination methods to enhance lighting quality.

option.WAVY_SPEED=Wavy Speed
option.WAVY_SPEED.comment=Adjusts the speed of wavy distortions applied to certain visual effects, like water or heat haze.

option.WAVY_STRENGTH=Wavy Strength
option.WAVY_STRENGTH.comment=Sets the intensity of wavy distortions, affecting how pronounced the wave effects appear.

# Tonemapping Settings
option.EXPOSURE=Exposure
option.EXPOSURE.comment=Adjusts the overall brightness of the scene, simulating camera exposure settings.
option.DYNAMIC_LIGHTS_COMP=Dynamic Lights Compatibility
option.EXPOSURE.comment=Allows dynamic light mods to work with LPV
option.CONTRAST=Contrast
option.CONTRAST.comment=Controls the difference between the darkest and brightest parts of the scene, enhancing image depth.

option.SHOULDER=Shoulder
option.SHOULDER.comment=Adjusts the shoulder of the tonemapping curve, affecting how highlights are compressed.

option.MID_IN=Mid Input
option.MID_IN.comment=Sets the input midpoint for tonemapping, determining where the mid-tones are mapped.

option.MID_OUT=Mid Output
option.MID_OUT.comment=Sets the output midpoint for tonemapping, controlling the brightness of mid-tones.

option.SATURATION=SATURATION
option.SATURATION.comment=Adjusts the color saturation of the scene, making colors more or less vivid.

option.VIBRANCE=Vibrance
option.VIBRANCE.comment=Enhances the intensity of the more muted colors without affecting already vibrant colors.

option.HDR_MAX=HDR Max
option.HDR_MAX.comment=Sets the maximum intensity for High Dynamic Range (HDR) rendering, preventing overexposure.

# Miscellaneous Settings
option.BLOOM=Bloom
option.BLOOM.comment=Enables or disables the bloom effect, adding a glow to bright areas for a more vibrant appearance.

option.HQ_NOISE=High Quality Noise
option.HQ_NOISE.comment=Enables high-quality noise textures, adding subtle variations to surfaces for increased realism.

option.NAMETAG_FIX=Nametag Fix
option.NAMETAG_FIX.comment=Applies fixes to nametag rendering, ensuring they display correctly above entities.

option.SHADOW_WAVE=Wavy Shadows
option.SHADOW_WAVE.comment=Introduces wavy distortions to shadows, simulating dynamic shadow movements like those caused by water surfaces.

option.LOD_FIX=LOD Fix
option.LOD_FIX.comment=Applies fixes to Level of Detail (LOD) rendering to ensure consistent quality across different distances.

option.NORMAL_FIX=Normal Direction Fix
option.NORMAL_FIX.comment=Corrects the direction of normal maps to ensure accurate lighting and shading.

# PBR Settings
option.LPV_ENABLED=Floodfill Lighting
option.LPV_ENABLED.comment=Enables or disables floodfill lighting, a technique that spreads light across surfaces for dynamic illumination.

option.LPV_SIZE=Floodfill Distance
option.LPV_SIZE.comment=Adjusts the distance covered by the Floodfill lighting effect. Determines how far the lighting propagates.

option.LAB_PBR=LabPBR Maps
option.LAB_PBR.comment=Uses Lab color space for Physically Based Rendering (PBR) maps, enhancing color accuracy and lighting interactions.

option.POM_DEPTH=Parallax Depth
option.POM_DEPTH.comment=Adjusts the depth effect in Parallax Occlusion Mapping, influencing the perceived height of surface details.

option.POM=Parallax Occlusion
option.POM.comment=Enables Parallax Occlusion Mapping, adding depth to textures by simulating displacement on surfaces.

option.COLORED_SHADOWS=Colored Shadows
option.COLORED_SHADOWS.comment=Allows shadows to adopt colors based on the lighting environment, enhancing visual diversity.

option.NORMAL_MAPS=Normal Maps
option.NORMAL_MAPS.comment=Enables the use of normal maps for detailed surface shading without additional geometry.

option.POM_MAP_RES=POM Resolution
option.POM_MAP_RES.comment=Sets the resolution of Parallax Occlusion Mapping textures, affecting the detail and performance.

option.MAX_ITERATIONS=POM Iterations
option.MAX_ITERATIONS.comment=Determines the number of iterations for Parallax Occlusion Mapping calculations, balancing quality and performance.

option.MAX_DIST=Max POM Distance
option.MAX_DIST.comment=Sets the maximum distance for Parallax Occlusion Mapping effects, limiting their influence based on distance.

option.BUMP_MULT=Normal Depth
option.BUMP_MULT.comment=Controls the intensity of normal mapping, affecting how pronounced surface details appear.

option.PBR_REFLECTIONS=Screen Space Reflections
option.PBR_REFLECTIONS.comment=Enables or disables screen space reflections, allowing surfaces to dynamically reflect their surroundings.

option.REFLECTION_CUTOFF=SSR Cutoff
option.REFLECTION_CUTOFF.comment=Determines the distance at which screen space reflections are no longer rendered, optimizing performance.

option.NORMAL_FIX=Normal Direction Fix
option.NORMAL_FIX.comment=Corrects the direction of normal maps to ensure accurate lighting and shading.

option.WATER_FILTER=Water Reflection Denoiser
option.WATER_FILTER.comment=Reduces noise in water reflections, resulting in clearer and more stable reflective surfaces.

option.CLOUD_QUALITY=Cloud Resolution
option.CLOUD_QUALITY.comment=Sets the resolution of cloud textures, impacting their detail and rendering performance.
value.CLOUD_QUALITY.1=0.5
value.CLOUD_QUALITY.2=0.75
value.CLOUD_QUALITY.3=1.0

option.HQ_WATER=High Quality Waves
option.HQ_WATER.comment=Enables high-quality wave rendering on water surfaces, enhancing realism with more detailed wave patterns.

option.CAUSTICS=Caustics
option.CAUSTICS.comment=Enables caustic effects, which simulate light patterns created by light refracting through water or glass.

option.REFRACTION=Refraction
option.REFRACTION.comment=Controls the refraction effect on transparent surfaces, affecting how light bends through them.

option.SSPT=Screen Space GI
option.SSPT.comment=Enables Screen Space Global Illumination, enhancing indirect lighting and overall scene realism.

# DOF (Depth of Field) Settings
option.CLOUD_SHADOWS=Cloud Shadows
option.CLOUD_SHADOWS.comment=Enables shadows cast by clouds, adding depth and realism to cloud formations.

option.DH_SHADOWMAP=Distant Horizons Shadows
option.DH_SHADOWMAP.comment=Enables shadow mapping for distant horizons, improving shadow accuracy over long distances.

option.CAMERA_SENSOR_SIZE_MM=Sensor Size
option.CAMERA_SENSOR_SIZE_MM.comment=Sets the camera sensor size in millimeters, affecting depth of field calculations.

option.VL_SAMPLES=Volume Samples
option.VL_SAMPLES.comment=Determines the number of samples for volumetric lighting, influencing the quality and performance of volumetric effects.

option.REQUIRES_IRIS=Requires Iris 1.7+
option.REQUIRES_IRIS.comment=Indicates that this feature requires Iris version 1.7 or higher to function correctly.

option.SHADOW_SAMPLES=Shadow Samples
option.SHADOW_SAMPLES.comment=Sets the number of samples used for rendering shadows, affecting their smoothness and quality.

option.DISTORTION_ADJUSTMENT=Adjust Distortion
option.DISTORTION_ADJUSTMENT.comment=Adjusts the level of distortion applied to certain visual effects, such as water or heat haze.

option.VERTEX_WAVES=Geometry Waves
option.VERTEX_WAVES.comment=Enables wave-like distortions on geometry vertices, adding dynamic movement to surfaces.

option.NO_ENTITY_TAA=Disable on entities
option.NO_ENTITY_TAA.comment=Disables Temporal Anti-Aliasing (TAA) on entities, potentially improving performance or reducing artifacts.

option.VL_NOISE_DENSITY=Volumetric Mist
option.VL_NOISE_DENSITY.comment=Controls the density of volumetric mist effects, adding atmospheric depth to the scene.

option.VL_NOISE_DENSITY_HQ=High Quality Mist
option.VL_NOISE_DENSITY_HQ.comment=Enables high-quality volumetric mist, enhancing the realism of atmospheric effects.

option.DOF=Depth of field
option.DOF.comment=Enables or disables the depth of field effect, which blurs distant or close objects to simulate camera focus.

option.DOF_MODE=Focus mode
option.DOF_MODE.comment=Determines the focus behavior of the depth of field effect. 'Auto' focuses on the player's target, 'Manual' allows setting a specific focus distance, and 'Manual+' uses brightness as a multiplier for focus distance.
value.DOF_MODE.0=Auto
value.DOF_MODE.1=Manual
value.DOF_MODE.2=Manual+

option.BOKEH_MODE=Bokeh mode
option.BOKEH_MODE.comment=Selects the style of bokeh (out-of-focus blur) in depth of field. Different modes offer various aesthetic effects.
value.BOKEH_MODE.0=Standard
value.BOKEH_MODE.1=Hexagonal
value.BOKEH_MODE.2=High Quality
value.BOKEH_MODE.3=Paint/Brush

option.FOCAL=Focal length
option.FOCAL.comment=Sets the focal length of the virtual camera lens, affecting the depth of field and perspective.
suffix.FOCAL=mm

option.APERTURE=Aperture
option.APERTURE.comment=Adjusts the aperture size of the virtual camera lens, influencing the depth of field effect.
prefix.APERTURE=f/

option.MANUAL_FOCUS=Manual focus distance
option.MANUAL_FOCUS.comment=Specifies the distance at which the camera focuses when in manual focus mode.
suffix.MANUAL_FOCUS=m

option.EXCLUDE_MODE=Blur Mode
option.EXCLUDE_MODE.comment=Determines which elements are excluded from the blur effect in depth of field.
value.EXCLUDE_MODE.0=Far and Near, with Hand
value.EXCLUDE_MODE.1=Far, without Near and Hand
value.EXCLUDE_MODE.2=Far and Near, without Hand

option.RTAO_SAMPLES=Advanced AO Samples
option.RTAO_SAMPLES.comment=Sets the number of samples for advanced ambient occlusion, enhancing shading accuracy.

option.RTAO_TRACE_SAMPLES=Advanced AO Trace Samples
option.RTAO_TRACE_SAMPLES.comment=Determines the number of trace samples for advanced ambient occlusion calculations, affecting quality and performance.

# TAA Settings
option.FLICKER_REDUCTION=Flicker reduction
option.FLICKER_REDUCTION.comment=Reduces flickering artifacts in motion by adjusting the TAA algorithm's responsiveness.

option.TAA_HISTORY_WEIGHT=Blend factor
option.TAA_HISTORY_WEIGHT.comment=Controls the blending factor between current frame and historical data in TAA, balancing smoothness and sharpness.

option.TAA_UPSCALING=TAA Upscaling
option.TAA_UPSCALING.comment=Enables upscaling through Temporal Anti-Aliasing, improving performance by rendering at a lower resolution and scaling up.

option.RENDER_SCALE_X=Horizontal render scale
option.RENDER_SCALE_X.comment=Sets the horizontal scaling factor for rendering resolution when upscaling is enabled.

option.RENDER_SCALE_Y=Vertical render scale
option.RENDER_SCALE_Y.comment=Sets the vertical scaling factor for rendering resolution when upscaling is enabled.

option.TAA=Temporal Anti-Aliasing
option.TAA.comment=Performs anti-aliasing over multiple frames to smooth out edges. Can result in various artifacts and has a small to medium performance impact.

option.DLM=Directional Light Maps
option.DLM.comment=Enables directional light maps, enhancing lighting accuracy based on light direction.

option.REFLECTION_SAMPLES=Reflection samples | min
option.REFLECTION_SAMPLES.comment=Minimum number of samples used for rendering reflections, affecting their quality and performance.

option.REFLECTION_SAMPLES_MAX=Reflection samples | max
option.REFLECTION_SAMPLES_MAX.comment=Maximum number of samples used for rendering reflections, allowing for dynamic adjustment based on performance.

option.TAA_CLIP=Clipping
option.TAA_CLIP.comment=Minimizes ghosting in motion by clipping certain frame data, but may introduce flickering. Has a small performance impact.

option.TAA_FILTER=TAA Filter
option.TAA_FILTER.comment=Selects the filter used for frame information in TAA. Different filters affect edge smoothness and sharpness.
value.TAA_FILTER.FILTER_BICUBIC=Bicubic (Catmull-Rom)
value.TAA_FILTER.FILTER_BILINEAR=Bilinear
value.TAA_FILTER.FILTER_NEAREST=Nearest

option.TAA_OFFCENTER_REJECTION=Offcenter Rejection
option.TAA_OFFCENTER_REJECTION.comment=Controls the balance between aliasing reduction and motion blurring in TAA. Higher values prioritize aliasing reduction.

option.TAA_USE_CLOSEST_DEPTH=Use Closest Depth
option.TAA_USE_CLOSEST_DEPTH.comment=Improves the quality of geometry edges in motion by using the closest depth information during TAA processing.

# Surplus Entries (If Any)
# [No surplus entries identified based on the provided data.]

# Missing Entries (As per previous analysis)
# [Ensure that any previously identified missing entries are now included with appropriate comments.]

# Additional Suffixes and Prefixes
# [If there are any specific suffixes or prefixes related to options, define their comments here.]

# Debug Settings
option.DEBUG_MODE=Debug Mode
option.DEBUG_MODE.comment=Enables various debug visualizations to assist in troubleshooting and performance analysis.
value.DEBUG_MODE.0=None
value.DEBUG_MODE.1=Ambient
value.DEBUG_MODE.2=Reflections
value.DEBUG_MODE.3=World Normals
value.DEBUG_MODE.4=Shadows
value.DEBUG_MODE.5=Torch Light

# Final Notes
# - Ensure that all options are correctly mapped with their corresponding comments.
# - Maintain consistency in naming conventions and formatting.
# - Review and adjust comments as necessary to accurately reflect the functionality of each option.

