
profile.A_POTATO=§fPotato
profile.VERYLOW=§aVery Low
profile.B_LOW=§aLow
profile.C_MEDIUM=§aMedium
profile.D_HIGH=§eHigh
profile.E_HIGHPLUS=§1§lHigh+ (Default)
profile.F_VERYHIGH=§c§lVery High
profile.G_ULTRA=§4§lUltra
profile.H_ULTRAMAX=§4§l§k-§r§4§l§nU§0§l§nL§4§l§nT§0§l§nR§4§l§nA§l§n §0§l§nM§4§l§nA§0§l§nX§r§4§l§k-§r
profile.COMPLEMENTARY=§4§l§n§oComplementary
profile.comment=Shader profiles change performance settings with the most optimised visual fidelity to performance ratio. §e[*]§r It's recommended to use one of these profiles for your settings unless you know what you are doing. §e[*]§r All affected settings can all be found in the "Performance Settings" or the "Rethinking Voxels Settings" menu.

screen.INFORMATION=Information
screen.INFORMATION.comment=This section contains buttons that only exist to provide information.

option.info0=§bHover your mouse on a button
value.info0.0=
option.info0.comment=This section contains buttons that only exist to provide information.

option.info1=How to get more performance
value.info1.0=
option.info1.comment=Performance is a complex topic in Minecraft because it gets affected by so many things, but you can try these:. Reduce your render distance, ideally it should be between 6 and 16 for almost every device. Reduce the "Profile" shader setting, these have been carefully tested for the best visual/performance ratio. §e[*]§r Since v1.5 there is also the §d§lOptimization§r tab: it does not lower quality, it changes how the heaviest loops are evaluated. Every entry there is off by default and each one lists what it costs you, if anything.

option.info2=What are the best settings
value.info2.0=
option.info2.comment=Best settings are subjective, but using the default settings will be the near-best for most people. The default settings have been shaped by years of community evaluations and feedback, while paying a lot of attention to the visual/performance ratio. But you should still feel free to tweak around and have fun doing so!

option.info3=What is Profile or Visual Style
value.info3.0=
option.info3.comment="Profile" setting changes the settings found in the "Performance Settings" menu, while not affecting any preference-based settings. "Visual Style" changes the "Set by Style" values that exist on many preference-based settings, but it does not impact performance by an important amount.

option.info4=What is RP Support
value.info4.0=
option.info4.comment=RP Support option determines how the shader pack treats the different blocks of Minecraft. For example, §bIntegratedPBR+§r treats gold blocks as reflective things, while §elabPBR§r or §eseuspbr§r require you to install a resource pack to tell that to the shader. Setting RP Support to §aBasic§r will make it so that no block is "special" other than a couple exceptions like water.

option.info5=How to fix mod issues
value.info5.0=
option.info5.comment=Mod incompatibilities are inevitable with shader packs because of the way they work, but you can check out this information page about mod issues with Complementary to view a bunch of known fixes. www.complementary.dev/mod-issues

option.info6=
value.info6.0=
option.info6.comment=

option.info7=
value.info7.0=
option.info7.comment=

option.info8=How to join the community
value.info8.0=
option.info8.comment=You can join the Complementary Discord server to join our friendly community, and be able to contact developers or experienced community members. www.complementary.dev/discord

option.info9=How to support Complementary
value.info9.0=
option.info9.comment=Best way to support the development of Complementary is to share it with your friends or social media, but you can also directly support the developer on Patreon. www.patreon.com/emingt

option.info10=Credits
value.info10.0=
option.info10.comment=§b§lBetterVoxels DEV: FASTDROPX§r §e[*] §fgri573: The main developer of Rethinking Voxels §e[*] §fEminGT: The main developer of Complementary. Capt Tatsu: Developer of BSL Shaders, his generosity is what made Complementary possible in the first place. §e[*] §fSpecial Thanks: IMS212, sp614x, Chocapic13, Robobo1221, SixthSurge, Null511, Fayer3, CatLikeCoding, Builderb0y, Jessie, SpaceEagle17, isuewo, Flytrapp, LoLip_p, millennIumAMbiguity §e[*] §fOxygenSE: Developer of 2KS, whose early-2000s camcorder post-processing is used here with his permission.

option.SHADER_STYLE=Visual Style
option.SHADER_STYLE.comment=Determines the default visual style of the shader pack. §bReimagined§r: Complementing Minecraft while preserving its unique visual elements. §dUnbound§r: Reworking the visuals of Minecraft with a semi-realistic fantasy style. §e[*]§r Affected settings: Water Style, Cloud Style, Sun/Moon Style, Sun/Moon Angle, Aurora Style, Glowing Ores.
value.SHADER_STYLE.1=§bReimagined
value.SHADER_STYLE.4=§dUnbound

screen.PERFORMANCE_SETTINGS=§ePerformance Settings§r
screen.PERFORMANCE_SETTINGS.comment=Settings that directly relate to the performance, and get changed by the different shader profiles.

screen.ATMOSPHERE_SETTINGS=Atmosphere
screen.ATMOSPHERE_SETTINGS.comment=Settings that relate to the atmosphere.

screen.SKY_COLOR_SETTINGS=Sky Color
screen.SKY_COLOR_SETTINGS.comment=Chooses how the clear sky is coloured, and tunes the physical atmosphere model.

screen.ATM_COLOR_SETTINGS=Atmosphere Color Multipliers
screen.ATM_COLOR_SETTINGS.comment=Enables customization of atmosphere colors that are mostly seen in the sky and fog.

screen.MORNING_ATM_MULTS=Sunrise/Sunset Time
screen.NOON_ATM_MULTS=Noon Time
screen.NIGHT_ATM_MULTS=Night Time
screen.RAIN_ATM_MULTS=Rainy Weather
screen.NETHER_ATM_MULTS=The Nether Dimension
screen.END_ATM_MULTS=The End Dimension

screen.CLOUD_SETTINGS=Clouds
screen.CLOUD_SETTINGS.comment=Settings that relate to the clouds.

screen.CLOUD_COLOR_SETTINGS=Cloud Color
screen.CLOUD_COLOR_SETTINGS.comment=Settings to change the color of the clouds.

screen.CLOUD_UNBOUND_SETTINGS=Unbound Cloud Settings
screen.CLOUD_REIMAGINED_SETTINGS=Reimagined Cloud Settings

option.UBP2_LAYER=Upper Deck
option.UBP2_LAYER.comment=Draws a second Unbound cloud deck above the first. With it off, "Unbound+" is exactly the Unbound cloud style.
value.UBP2_LAYER.0=OFF
value.UBP2_LAYER.1=ON
option.UBP2_ALT=Upper Altitude
option.UBP2_ALT.comment=World height the upper deck sits at. It wants to be clear of Cloud Altitude below; overlapping the two just reads as one thick deck with a seam in it.
option.UBP2_FLATNESS=Flatness
option.UBP2_FLATNESS.comment=How much of the lower deck’s thickness the upper one keeps. This is the setting that makes it a sheet rather than a puff: at 100 it is the same slab Unbound draws, at 25 it is a quarter as deep. §e[*]§r The step through the slab shrinks with it, so a thin deck is still sampled properly rather than coming out as a hard edged cutout.
suffix.UBP2_FLATNESS=%
option.UBP2_AMOUNT=Upper Cloud Amount
option.UBP2_AMOUNT.comment=How much cloud the upper deck has, on the same scale as Cloud Amount below. 100 matches the lower deck.
suffix.UBP2_AMOUNT=%
option.UBP2_SIZE=Upper Cloud Smallness
option.UBP2_SIZE.comment=Higher values produce smaller clouds, as with Cloud Smallness below. A flat deck wants broad shapes, so this starts well under the lower deck’s 100.
suffix.UBP2_SIZE=%
option.UBP2_OPACITY=Upper Opacity
option.UBP2_OPACITY.comment=How solid the upper deck is. Being able to see blue through a high sheet is most of what tells it apart from the deck below, so this starts under full.
suffix.UBP2_OPACITY=%
option.UBP2_SPEED=Upper Cloud Speed
option.UBP2_SPEED.comment=How fast the upper deck drifts, on the same scale as Cloud Speed below. Wind really does pick up with height, and two decks sliding apart is the strongest cue that the sky is layered.
suffix.UBP2_SPEED=%
option.UBP2_RAIN_ADD=Upper Rain Cloud Addition
option.UBP2_RAIN_ADD.comment=How much thicker the upper deck gets during rain or snow.
prefix.UBP2_RAIN_ADD=+
suffix.UBP2_RAIN_ADD=%
option.UBP2_RAIN_OVERCAST=Upper Rain Overcast
option.UBP2_RAIN_OVERCAST.comment=How completely rain closes the gaps between the upper deck’s clouds. The addition above makes them thicker; this makes them join up.
suffix.UBP2_RAIN_OVERCAST=%

screen.FOG_SETTINGS=Fog
screen.FOG_SETTINGS.comment=Settings that relate to the various types of fog.

screen.SUN_MOON_SETTINGS=Sun / Moon
screen.SUN_MOON_SETTINGS.comment=Settings that relate to the sun and moon.

screen.NETHER_SETTINGS=The Nether Dimension
screen.NETHER_SETTINGS.comment=Settings that relate to the Nether dimension.

screen.WEATHER_SETTINGS=Rain / Weather
screen.WEATHER_SETTINGS.comment=Settings that relate to weather conditions

screen.LEAVES_PHYSICS_SETTINGS=Leaves Physics
screen.LEAVES_PHYSICS_SETTINGS.comment=Adds extra motion to grass, tall grass and leaves on top of the normal wind sway: bending away from nearby moving entities, and stronger gusts during rain and thunderstorms.

screen.COLOR_CORRECTION_SETTINGS=Color Correction
screen.COLOR_CORRECTION_SETTINGS.comment=Everything that decides the final colour of the image: grading profile, tonemapping, split toning, sky balance and the light/atmosphere colour multipliers.

screen.CC_BASIC_SETTINGS=Basic Adjustments
screen.CC_BASIC_SETTINGS.comment=Saturation, contrast, brightness and the highlight roll-off. These work in every Color Correction Mode.

screen.CC_SPLIT_TONE_SETTINGS=Split Toning
screen.CC_SPLIT_TONE_SETTINGS.comment=Separate RGB tints for the dark, middle and bright parts of the image. Leaving a range at 1.0/1.0/1.0 leaves it untouched.

screen.CC_SHADOWS_SETTINGS=Shadows
screen.CC_SHADOWS_SETTINGS.comment=RGB tint applied to the darkest part of the image.

screen.CC_MIDS_SETTINGS=Midtones
screen.CC_MIDS_SETTINGS.comment=RGB tint applied to the mid-brightness part of the image.

screen.CC_HIGHLIGHTS_SETTINGS=Highlights
screen.CC_HIGHLIGHTS_SETTINGS.comment=RGB tint applied to the brightest part of the image.

screen.CC_SKY_BALANCE_SETTINGS=Sky Balance
screen.CC_SKY_BALANCE_SETTINGS.comment=Tints the sky towards the horizon and towards the zenith independently, and controls how far up the horizon colour reaches. Works with either Sky Style.

screen.CAMERA_SETTINGS=Camera
screen.CAMERA_SETTINGS.comment=Settings that relate to the view/camera.

screen.TONEMAP_SETTINGS=Color Balance
screen.TONEMAP_SETTINGS.comment=Settings that determine the color balance of the visuals.

screen.COLORGRADING_SETTINGS=Color Grading
screen.COLORGRADING_SETTINGS.comment=Settings to mix up the final color channels.

screen.WORLD_BLUR_SETTINGS=World Blur
screen.WORLD_BLUR_SETTINGS.comment=Settings that relate to fancy world blurring effects.

screen.MATERIAL_SETTINGS=Materials
screen.MATERIAL_SETTINGS.comment=Settings that are related to the materials of Minecraft.

screen.IPBR_SETTINGS=IntegratedPBR+ Materials
screen.IPBR_SETTINGS.comment=Settings that are related to the features of IntegratedPBR+.

screen.GLOWING_ORE_SETTINGS=Glowing Ores
screen.GLOWING_ORE_SETTINGS.comment=Settings to adjust emission of ore blocks.

screen.GLOWING_STUFF_SETTINGS=Glowing Stuff
screen.GLOWING_STUFF_SETTINGS.comment=Settings to adjust emission of miscellaneous blocks.

screen.OTHER_IPBR_SETTINGS=Other IPBR+ Features
screen.OTHER_IPBR_SETTINGS.comment=Miscellaneous IntegratedPBR+ settings.

screen.CUSTOM_PBR_SETTINGS=labPBR/seuspbr Materials
screen.CUSTOM_PBR_SETTINGS.comment=Settings that are related to the features of labPBR/seuspbr.

screen.LIGHTING_SETTINGS=Lighting
screen.LIGHTING_SETTINGS.comment=Settings that are related to lighting.

screen.LIGHT_COLOR_SETTINGS=Lighting Color Multipliers
screen.LIGHT_COLOR_SETTINGS.comment=Enables customization of lighting colors that are seen on all surfaces.

screen.MORNING_LIGHT_MULTS=Sunrise/Sunset Time
screen.NOON_LIGHT_MULTS=Noon Time
screen.NIGHT_LIGHT_MULTS=Night Time
screen.RAIN_LIGHT_MULTS=Rainy Weather
screen.NETHER_LIGHT_MULTS=The Nether Dimension
screen.END_LIGHT_MULTS=The End Dimension

screen.BLOCKLIGHT_SETTINGS=Blocklight Color
screen.BLOCKLIGHT_SETTINGS.comment=Settings to adjust the color emitted from light source blocks.
screen.BLOCKLIGHT_COLOR_SETTINGS=Blocklight Color
screen.BLOCKLIGHT_COLOR_SETTINGS.comment=Settings to adjust the color emitted from light source blocks.

screen.MOON_PHASE_INF_SETTINGS=Moon Phase Influence
screen.MOON_PHASE_INF_SETTINGS.comment=Settings to determine how different moon phases affect the night lighting.

screen.ACL_FEATURES_SETTINGS=ACL Exclusive Features §e[*]§r
screen.ACL_FEATURES_SETTINGS.comment=Settings that are about features exclusive to Advanced Colored Lighting. §e[*]§r These features only work if Advanced Colored Lighting is enabled in Performance Settings and your system supports it.

screen.PIXELATED_LIGHTING_SETTINGS=Pixelated Lighting
screen.PIXELATED_LIGHTING_SETTINGS.comment=Settings to make certain lighting effects pixelated.

screen.WATER_SETTINGS=Water
screen.WATER_SETTINGS.comment=Settings that are about water.

screen.WATER_COLOR_SETTINGS=Water Surface Color

screen.UNDERWATER_COLOR_SETTINGS=Underwater Color

screen.WATER_WAVE_SETTINGS=Waving Water Normals §e[*]§r
screen.WATER_WAVE_SETTINGS.comment=Settings to customise the surface-direction waves (normals) seen on water. §e[*]§r These settings only work when the Water Style is set to "Reimagined + Waves" or "Unbound".
screen.WATER_REALISTIC_SETTINGS=Realistic Water §e[*]§r
screen.WATER_REALISTIC_SETTINGS.comment=Settings for the "Realistic" water style: how far light gets through the water, how the wave spectrum is shaped, and how hard the caustics focus. §e[*]§r These settings only work when the Water Style is set to "Realistic".

screen.WAVING_SETTINGS=Waving Textures
screen.WAVING_SETTINGS.comment=Settings that are about waving textures.

screen.OTHER_SETTINGS=Other
screen.OTHER_SETTINGS.comment=Settings that don't fit into any other category.

screen.SELECT_OUTLINE_SETTINGS=Selection Outline
screen.SELECT_OUTLINE_SETTINGS.comment=Settings that change the block selection outline.

screen.WORLD_OUTLINE_SETTINGS=World Outline
screen.WORLD_OUTLINE_SETTINGS.comment=Settings that are about optional outline effects.

screen.VX_SETTINGS=Rethinking Voxels Settings
screen.VX_SETTINGS.comment=Settings that are introduced by Rethinking Voxels

screen.VX_VOL_SETTINGS=Voxelization Settings
screen.VX_VOL_SETTINGS.comment=Settings that change which parts of the world are used for advanced light calculations.

screen.RT_SETTINGS=Raytracing settings

screen.VBL_SETTINGS=Vol. Blocklight Settings
screen.VBL_SETTINGS.comment=Settings related to volumetric blocklight. This is the effect that makes fog light up around block light sources.

screen.VX_WORLD=Other Effects

screen.BLOCKCOLS=Block Lights
screen.BLOCKCOLS.comment=Settings that are related to block lights.

screen.ENTITYCOLS=Entity Lights
screen.ENTITYCOLS.comment=Settings that are related to entity lights.

screen.ORECOLS=Ore Emissives
screen.ORECOLS.comment=Settings that are related to ore emissives.

screen.OTHER_COL=Other (Brightness Only)
screen.OTHER_COL.comment=Settings that don't fit into any other category.

screen.FIRECOLS=Fires & Camp Fires
screen.FIRECOLS.comment=Settings that are related to fires, and camp fires.

screen.FROGCOLS=Froglights
screen.FROGCOLS.comment=Settings that are related to froglights.

screen.TORCHCOLS=Torches
screen.TORCHCOLS.comment=Settings that are related to torches.

screen.ALLAY_COL=Allay
screen.AMETHYST_COL=Amethyst Cluster
screen.BEACON_COL=Beacon
screen.BERRY_COL=Glow Berries
screen.BLAZE_COL=Blaze
screen.BREWINGSTAND_COL=Brewing Stand
screen.CANDLE_COL=Candles
screen.CHORUS_COL=Chorus Flower
screen.CONDUIT_COL=Conduit
screen.COPPER_COL=Copper Ore
screen.CRYING_COL=Crying Obsidian
screen.TNT_COL=Ancient Debris
screen.DIAMOND_COL=Diamond Ore
screen.DRAGON_COL=Dragon Egg
screen.EMERALD_COL=Emerald Ore
screen.END_COL=End Related Blocks
screen.ENDCRYSTAL_COL=End Crystal
screen.ENDROD_COL=End Rod
screen.FIRE_COL=Fires & Camp Fires
screen.FURNACE_COL=Furnace
screen.GLOWSTONE_COL=Glowstone
screen.GOLD_COL=Gold Ore
screen.GREENFROG_COL=Verdant Froglight
screen.ICE_COL=Blue Ice
screen.IRON_COL=Iron Ore
screen.ITEMFRAME_COL=Glow Item Frame
screen.LAPIS_COL=Lapis Ore
screen.LAVA_COL=Lava
screen.LICHEN_COL=Glow Lichen
screen.LIGHTNING_COL=Lightning Bolt
screen.MAGMA_COL=Magma Block / Cube
screen.PICKLE_COL=Sea Pickle
screen.PINKFROG_COL=Pearlescent Froglight
screen.PORTAL_COL=Nether Portal
screen.PUMPKIN_COL=Jack o'Lantern
screen.REDSTONE_COL=Redstone Ore
screen.REDSTONELAMP_COL=Redstone Lamp
screen.SCULK_COL=Sculk Sensor
screen.SEALANTERN_COL=Sea Lantern
screen.SHROOMLIGHT_COL=Shroomlight
screen.SOULFIRE_COL=Soul Fires & Camp Fires
screen.SOULTORCH_COL=Soul Torch
screen.SPAWNER_COL=Spawner
screen.SQUID_COL=Glow Squid
screen.TABLE_COL=Enchanting Table
screen.TNT_COL=TNT
screen.TORCH_COL=Torch
screen.YELLOWFROG_COL=Ochre Froglight
screen.DEBRIS_COL=Ancient Debris
screen.RESIN_COL=Resin Lights

option.RP_MODE=RP Support
option.RP_MODE.comment=Changes many internal calculations to determine how different blocks and materials will be rendered. §bIntegrated PBR+§r: Calculated PBR and extra effects, highly recommended for most use cases. §aBasic§r: No PBR or extra effects. §elabPBR/seuspbr§r: Materials using the required PBR resource packs.
value.RP_MODE.0=§aBasic
value.RP_MODE.1=§bIntegrated PBR+
value.RP_MODE.2=§eseuspbr (RP Required)
value.RP_MODE.3=§elabPBR (RP Required)

option.WATER_REFLECT_QUALITY=Water Reflection Quality
option.WATER_REFLECT_QUALITY.comment=Adjusts the visual quality of reflections that appear on translucents. §cMedium§r: Screenspace ray-traced reflections on water and translucents. §ePotato§r: Replaces water and translucent reflections with a faster method, may look incorrect in some situations. §aOFF§r: No reflections. World-Space Reflections can be toggled separately in the Rethinking Voxels Settings.
value.WATER_REFLECT_QUALITY.-1=§aOFF
value.WATER_REFLECT_QUALITY.0=§aSky only
value.WATER_REFLECT_QUALITY.1=§ePotato
value.WATER_REFLECT_QUALITY.2=§cMedium

option.BLOCK_REFLECT_QUALITY=Block Reflection Quality §e[*]§r
option.BLOCK_REFLECT_QUALITY.comment=Adjusts the visual quality of reflections that appear on solid materials. §cHigh§r: Sun/moon highlights + smoother specular reflections using a temporal filter. §eMedium§r: Sun/moon highlights + specular reflections. §aLow§r: Sun/moon highlights only. §e[*]§r RP Support option must be set to anything but Basic for any specular reflections to appear. World-Space Reflections can be toggled separately in the Rethinking Voxels Settings.
value.BLOCK_REFLECT_QUALITY.0=§aOFF
value.BLOCK_REFLECT_QUALITY.1=§eLow
value.BLOCK_REFLECT_QUALITY.2=§cMedium
value.BLOCK_REFLECT_QUALITY.3=§cHigh

option.SHADOW_QUALITY=Real-Time Shadows
option.SHADOW_QUALITY.comment=Adjusts the quality of shadows. Every tier further reduces the shadow noise artifacts, options lower than §eHigh§r enable optimised shadows on leaves, §eVery Low§r significantly downgrades shadows in multiple ways, §aOFF§r completely disables shadows and light shafts.
value.SHADOW_QUALITY.-1=§aOFF
value.SHADOW_QUALITY.0=§eVery Low
value.SHADOW_QUALITY.1=§eLow
value.SHADOW_QUALITY.2=§eMedium
value.SHADOW_QUALITY.3=§eHigh
value.SHADOW_QUALITY.4=§cVery High
value.SHADOW_QUALITY.5=§4§lUltra

option.LIGHTSHAFT_QUALI_DEFINE=Light Shaft Quality §e[*]§r
option.LIGHTSHAFT_QUALI_DEFINE.comment=Adjusts the quality of light shafts. Every tier further reduces the light shaft noise artifacts. §e[*]§r "Real-Time Shadows" setting must be set to anything but OFF for light shafts to work.
value.LIGHTSHAFT_QUALI_DEFINE.0=§aOFF
value.LIGHTSHAFT_QUALI_DEFINE.1=§eLow
value.LIGHTSHAFT_QUALI_DEFINE.2=§eMedium
value.LIGHTSHAFT_QUALI_DEFINE.3=§cHigh
value.LIGHTSHAFT_QUALI_DEFINE.4=§4§lVery High

option.shadowDistance=Shadow Distance
option.shadowDistance.comment=Adjusts the distance from the player which real-time shadows are rendered. §e[*]§r The value is internally capped at Render Distance. §e[*]§r It's recommended to set this value to about 80% of your render distance for best performance and coverage. §c[-]§r Lower values may cause excessive Light Shaft leaking.
value.shadowDistance.64.0=§a4 Chunks §c[-]
value.shadowDistance.80.0=§a5 Chunks §c[-]
value.shadowDistance.96.0=§a6 Chunks §c[-]
value.shadowDistance.112.0=§a7 Chunks §c[-]
value.shadowDistance.128.0=§a8 Chunks
value.shadowDistance.160.0=§e10 Chunks
value.shadowDistance.192.0=§e12 Chunks
value.shadowDistance.224.0=§e14 Chunks
value.shadowDistance.256.0=§c16 Chunks
value.shadowDistance.320.0=§c20 Chunks
value.shadowDistance.384.0=§4§l24 Chunks
value.shadowDistance.512.0=§4§l32 Chunks
value.shadowDistance.768.0=§4§l§n§o48 Chunks
value.shadowDistance.1024.0=§4§k-§r§4§l§n§o64 Chunks§r§4§k-

option.ENTITY_SHADOWS_DEFINE=Entity Shadows
option.ENTITY_SHADOWS_DEFINE.comment=Enables the ability for entities and block entities to cast shadows. §c[-]§r Entity Shadows impact performance way more than expected, costing more than 50% of your fps in some cases.
value.ENTITY_SHADOWS_DEFINE.-1=§aOFF
value.ENTITY_SHADOWS_DEFINE.1=§4§k-§r§4§l§n§oON§r§4§k- §r§c[-]

option.DETAIL_QUALITY=Detail Quality
option.DETAIL_QUALITY.comment=Adjusts several small things that affect performance. Adjust the quality of: Water material, TAA, lighting tweaks, Night Nebula, Nether Storm, Ender Beams, sky effect reflections, rain puddle accuracy, waving effect
value.DETAIL_QUALITY.0=§aPotato
value.DETAIL_QUALITY.2=§eMedium
value.DETAIL_QUALITY.3=§cHigh

option.CLOUD_QUALITY=Cloud Quality
option.CLOUD_QUALITY.comment=Adjusts the lighting, detail, and sample quality of the Reimagined, Unbound and Unbound+ cloud styles. §e[*]§r Does nothing with the "Vanilla" Cloud Style.
value.CLOUD_QUALITY.0=§aOFF
value.CLOUD_QUALITY.1=§aLow
value.CLOUD_QUALITY.2=§eMedium
value.CLOUD_QUALITY.3=§cHigh

option.FXAA_DEFINE=Anti-Aliasing (FXAA)
option.FXAA_DEFINE.comment=Enables Fast Approximate Anti-Aliasing (FXAA), which is basically an effect that produces smoother image.
value.FXAA_DEFINE.-1=§aOFF
value.FXAA_DEFINE.1=§eON

option.SSAO_QUALI_DEFINE=Edge Shadow (SSAO) Quality
option.SSAO_QUALI_DEFINE.comment=Adjusts the quality of Screen-Space Ambient Occlusion (SSAO) which adds extra ambient shadowing to the edges of the scene. Every tier further reduces the ssao noise artifacts.
value.SSAO_QUALI_DEFINE.0=§aOFF
value.SSAO_QUALI_DEFINE.2=§eMedium
value.SSAO_QUALI_DEFINE.3=§cHigh

option.ANISOTROPIC_FILTER=Texture Filtering
option.ANISOTROPIC_FILTER.comment=Improves the quality of mipmapped textures using Anisotropic Filtering. §e[*]§r Make sure your "Mipmap Levels" video setting is set to Maximum (4) or you won't get good results.
value.ANISOTROPIC_FILTER.0=§aOFF
value.ANISOTROPIC_FILTER.4=§e4x
value.ANISOTROPIC_FILTER.8=§e8x
value.ANISOTROPIC_FILTER.16=§4§l16x

option.SSAO_I=Edge Shadow Intensity (SSAO)
option.SSAO_I.comment=Determines the strength of Screen-Space Ambient Occlusion (SSAO) which adds extra ambient shadowing to the edges of the scene. §e[*]§r This setting won't work if SSAO is disabled in "Performance Settings".
value.SSAO_I.0=§cOFF

option.VANILLAAO_I=Edge Shadow Intensity (Vanilla)
option.VANILLAAO_I.comment=Determines the strength of Minecraft's ambient occlusion which adds extra ambient shadowing to the edges of the scene.
value.VANILLAAO_I.0=§cOFF

option.BORDER_FOG=Border Fog
option.BORDER_FOG.comment=Intense fog on the edges of the loaded world to hide chunk borders. §e[*]§r It's recommended to disable Border Fog when playing with less than 8 chunks of render distance.
option.BORDER_FOG_NIGHT_DARKEN=Night Border Darkening
option.BORDER_FOG_NIGHT_DARKEN.comment=How far the Border Fog drags terrain toward darkness at night, so distance is swallowed by the dark instead of washing out into a pale haze. §e[*]§r 1.00 disables it. §e[*]§r Lower values sink the render edge further into black. §e[*]§r §bRealistic§r Color Correction Mode only; it has no effect in the other modes. §e[*]§r Eases off underground and in the rain.

option.ATM_FOG_MULT=Atmospheric Fog
option.ATM_FOG_MULT.comment=Adjusts the intensity of altitude-based fog.
value.ATM_FOG_MULT.0.50=Very Subtle
value.ATM_FOG_MULT.0.65=Subtle
value.ATM_FOG_MULT.0.80=Normal
value.ATM_FOG_MULT.0.95=Intense

option.ATM_FOG_DISTANCE=Atmospheric Fog Distance
option.ATM_FOG_DISTANCE.comment=Adjusts the distance from the camera that the atmospheric fog starts to appear. §e[*]§r Note that the fog distance also gets automatically adjusted by the Render Distance setting in Video Settings.

option.ATM_FOG_ALTITUDE=Atmospheric Fog Altitude
option.ATM_FOG_ALTITUDE.comment=Determines the altitude that the atmospheric fog appears the most prominently.

option.CAVE_FOG=Cave Fog
option.CAVE_FOG.comment=Enables extra fog in deep underground areas.

screen.GODRAY_SETTINGS=§eGodrays
screen.GODRAY_SETTINGS.comment=Light shafts on their own terms, plus the Light Shaft controls they build on.
option.GODRAYS=Godrays
option.GODRAYS.comment=Gives the sun's light shafts a floor of their own, so they survive whatever §bLight Shaft Mode§r decides about haze. §e[*]§r Shafts and volumetric haze are the same term in this pack, which is why the Mode setting trades them against each other: §bExtreme§r keeps the shafts and fills the distance with milk, §bScene Aware§r clears the distance and takes the shafts with it. §e[*]§r This splits them: the shafts are the forward-scattered part, so they can be lifted only towards the light while the haze away from it is left exactly as the Mode set it.
value.GODRAYS.0=§cOFF
value.GODRAYS.1=§aON
option.GODRAY_INDEPENDENT=Ignore Light Shaft Mode
option.GODRAY_INDEPENDENT.comment=ON: the shafts hold their own strength no matter what §bLight Shaft Mode§r is doing. This is the setting that brings them back under §bScene Aware§r. §e[*]§r OFF: they still scale with the Mode's decision and only get their shape from the settings below -- useful if you want them to fade out indoors along with the haze.
value.GODRAY_INDEPENDENT.0=§cOFF
value.GODRAY_INDEPENDENT.1=§aON
option.GODRAY_INTENSITY=Godray Strength
option.GODRAY_INTENSITY.comment=How strong the shafts are looking straight at the light. §e[*]§r 100 is full strength, the same as §bExtreme§r would give in that direction -- but only in that direction.
option.GODRAY_FOCUS=Godray Focus
option.GODRAY_FOCUS.comment=How tightly the shafts hug the light. §e[*]§r This is the exponent on the forward-scattering term: low values spread the effect across most of the sky and start looking like haze again, high values keep it to a narrow cone around the sun. §e[*]§r 4 reaches about a quarter strength at 45 degrees off the sun.
option.GODRAY_DAY_I=Godrays: Day
option.GODRAY_DAY_I.comment=Shaft strength with the sun up. Scales on top of §bGodray Strength§r.
option.GODRAY_NIGHT_I=Godrays: Night
option.GODRAY_NIGHT_I.comment=Shaft strength at night, around the moon. Scales on top of §bGodray Strength§r.
option.GODRAY_RAIN_I=Godrays: Rain
option.GODRAY_RAIN_I.comment=Shaft strength in rain, blended in with the weather. Real air is thick with water then, so above 100 is defensible here.
option.GODRAY_HORIZON_BOOST=Low Sun Boost
option.GODRAY_HORIZON_BOOST.comment=Extra strength while the sun is near the horizon, fading to none once it is high. §e[*]§r Real shafts are longest at a low sun, because the light rakes across the scene instead of coming down through it.
option.LIGHTSHAFT_BEHAVIOUR=Light Shaft Mode
option.LIGHTSHAFT_BEHAVIOUR.comment=Determines the behaviour of light shafts. §a[+]§r Scene Aware Light Shafts automatically transition between regular and extreme modes to provide the best results. §c[-]§r Extreme mode is not recommended for general gameplay, and it can severely impact performance.
value.LIGHTSHAFT_BEHAVIOUR.0=§cOFF
value.LIGHTSHAFT_BEHAVIOUR.1=Scene Aware §a[+]
value.LIGHTSHAFT_BEHAVIOUR.2=Regular
value.LIGHTSHAFT_BEHAVIOUR.3=Extreme §c[-]

option.LIGHTSHAFT_SMOKE=Light Shaft Smoke
option.LIGHTSHAFT_SMOKE.comment=Adds volumetric smoke to the light shafts. §c[-]§r This effect can impact performance.

option.SPECIAL_PALE_GARDEN_LIGHTSHAFTS=Special Pale Garden Shafts
option.SPECIAL_PALE_GARDEN_LIGHTSHAFTS.comment=Makes light shafts look extra spicy in the "Pale Garden" biome.

option.LIGHTSHAFT_DAY_I=Light Shaft Day Multiplier
option.LIGHTSHAFT_NIGHT_I=Light Shaft Night Multiplier
option.LIGHTSHAFT_RAIN_I=Light Shaft Rain Multiplier

option.CLOUD_STYLE_DEFINE=Cloud Style
option.CLOUD_STYLE_DEFINE.comment=Determines the style of clouds. §e[*]§r "Set by Style" means that the setting will be automatically determined by the "Visual Style" setting in the main menu of Shader Options. §e[*]§r The "Vanilla" style requires clouds to be enabled in Video Settings. §e[*]§r "Unbound+" is the Unbound clouds with one high altostratus veil laid over them. Every Unbound setting still drives the deck below; the veil has its own screen under Clouds.
value.CLOUD_STYLE_DEFINE.-1=Set by Style
value.CLOUD_STYLE_DEFINE.0=§cOFF
value.CLOUD_STYLE_DEFINE.1=Reimagined
value.CLOUD_STYLE_DEFINE.2=Unbound
value.CLOUD_STYLE_DEFINE.3=Unbound+
value.CLOUD_STYLE_DEFINE.50=Vanilla §e[*]

option.CLOUD_SHADOWS=Cloud Shadows
option.CLOUD_SHADOWS.comment=Enables shadows that are cast from the clouds. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles. §e[*]§r Cloud shadows will be randomly generated if Cloud Style is set to "Unbound", because of the extra complexity of Unbound clouds.

option.CLOUD_CLOSED_AREA_CHECK=Prevent Clouds in Interiors
option.CLOUD_CLOSED_AREA_CHECK.comment=Does additional checks to remove clouds in closed areas. §e[*]§r This setting only works with the "Reimagined", "Unbound" or "Unbound+" Cloud Styles. §e[*]§r This setting will be disabled if "Real-Time Shadows" is OFF.

option.CLOUD_ALT1=Cloud Altitude
option.CLOUD_ALT1.comment=Determines the world height which the clouds will appear at. §e[*]§r This setting only works with the "Reimagined", "Unbound" or "Unbound+" Cloud Styles.

option.CLOUD_SPEED_MULT=Cloud Speed
option.CLOUD_SPEED_MULT.comment=Determines how fast the clouds are going to move. "Synced to World Time" setting uses Minecraft world time to advance the cloud positions; this allows for clouds to appear the same between players in the same server. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles.
value.CLOUD_SPEED_MULT.100=Synced to World Time
value.TIME_TRANSITION_SPEED.0.0=OFF (Instant)

option.CLOUD_R=Cloud Red Multiplier
option.CLOUD_G=Cloud Green Multiplier
option.CLOUD_B=Cloud Blue Multiplier

option.CLOUD_UNBOUND_AMOUNT=Cloud Amount
option.CLOUD_UNBOUND_AMOUNT.comment=Adjusts the amount of Unbound clouds.

option.CLOUD_UNBOUND_SIZE_MULT=Cloud Smallness
option.CLOUD_UNBOUND_SIZE_MULT.comment=Adjusts the size of Unbound clouds. Higher values produce smaller clouds.

option.CLOUD_UNBOUND_RAIN_ADD=Rain Cloud Addition
option.CLOUD_UNBOUND_RAIN_ADD.comment=Adjusts the cloud amount increase that gets applied during rain/snow.
prefix.CLOUD_UNBOUND_RAIN_ADD=+
option.CLOUD_RAIN_OVERCAST=Rain Overcast
option.CLOUD_RAIN_OVERCAST.comment=How completely rain closes the gaps between Unbound clouds. §e[*]§r Rain Cloud Addition above makes the clouds §othicker§r; this makes them §ojoin up§r. §e[*]§r 0 = the old patchy storm sky, with blue showing through. §e[*]§r 80 = a nearly solid overcast deck. §e[*]§r Only applies while it is raining or snowing.
suffix.CLOUD_RAIN_OVERCAST=%

option.DOUBLE_REIM_CLOUDS=Double Reimagined Clouds
option.DOUBLE_REIM_CLOUDS.comment=Enables a secondary Reimagined cloud layer. §e[*]§r This setting only works with the "Reimagined" Cloud Style.

option.CLOUD_ALT2=Cloud Layer 2 Altitude
option.CLOUD_ALT2.comment=Determines the world height which the second layer clouds will appear at. §e[*]§r This setting only works when the "Double Reimagined Clouds" option is enabled with the "Reimagined" Cloud Style.

option.NETHER_STORM=Nether Storm
option.NETHER_STORM.comment=Adds a smoke-like volumetric effect to the Nether dimension. §c[-]§r This effect can impact performance.

option.NETHER_STORM_I=Nether Storm Opacity
option.NETHER_STORM_I.comment=Adjusts the opacity of the Nether Storm.

option.NETHER_STORM_LOWER_ALT=Nether Storm Lower Altitude
option.NETHER_STORM_LOWER_ALT.comment=Determines the lower starting point of the Nether Storm. The Nether Storm won't appear below this altitude, and it will look the most bright right above this altitude.

option.NETHER_STORM_HEIGHT=Nether Storm Height
option.NETHER_STORM_HEIGHT.comment=Determines how tall the Nether Storm will form. Decrasing this value will result in the Nether Storm gathering near the "Nether Storm Lower Altitude".

option.NETHER_VIEW_LIMIT=Nether View Limit
option.NETHER_VIEW_LIMIT.comment=Determines the maximum distance that the fog allows to be visible in the Nether. §c[-]§r Increasing this setting can impact performance when "Nether Storm" is enabled.
value.NETHER_VIEW_LIMIT.96.0=6 Chunks
value.NETHER_VIEW_LIMIT.112.0=7 Chunks
value.NETHER_VIEW_LIMIT.128.0=8 Chunks
value.NETHER_VIEW_LIMIT.160.0=10 Chunks
value.NETHER_VIEW_LIMIT.192.0=12 Chunks
value.NETHER_VIEW_LIMIT.224.0=14 Chunks
value.NETHER_VIEW_LIMIT.256.0=16 Chunks
value.NETHER_VIEW_LIMIT.320.0=20 Chunks
value.NETHER_VIEW_LIMIT.384.0=24 Chunks
value.NETHER_VIEW_LIMIT.512.0=32 Chunks §c[-]
value.NETHER_VIEW_LIMIT.768.0=48 Chunks §c[-]
value.NETHER_VIEW_LIMIT.1024.0=64 Chunks §c[-]
value.NETHER_VIEW_LIMIT.99999.0=Limitless §c[-]

option.NETHER_COLOR_MODE=Color Mode
option.NETHER_COLOR_MODE.comment=Determines how the ambience colors will be handled in the Nether. Constant: Colors won't change between biomes. Biome Based: Colors will change depending on the biome. Biome Based (Modified): Biome based, but the colors have been rebalanced to better suit the default visual direction of Complementary.
value.NETHER_COLOR_MODE.3=Biome Based (Modified)
value.NETHER_COLOR_MODE.2=Biome Based
value.NETHER_COLOR_MODE.0=Constant

option.T_EXPOSURE=General Brightness
option.T_EXPOSURE.comment=Also known as "Tonemap Exposure". Adjusts the overall brightness of the whole image.


option.T_UPPER_CURVE=Contrast of Brighter Colors
option.T_UPPER_CURVE.comment=Also known as "Tonemap Upper Curve". Adjusts contrast of brighter colors.

option.T_LOWER_CURVE=Contrast of Darker Colors
option.T_LOWER_CURVE.comment=Also known as "Tonemap Lower Curve". Adjusts contrast of darker colors.

option.T_SATURATION=Saturation
option.T_SATURATION.comment=Adjusts overall colorfulness of the image.

option.T_VIBRANCE=Saturation of Paler Colors
option.T_VIBRANCE.comment=Also known as "Vibrance". Adjusts the colorfulness of the image, but already colorful pixels are less affected.

option.COLORGRADING=§eColor Grading
option.COLORGRADING.comment=Enables settings to freely mix up the final color channels.
option.GR_RR=Red to Red
option.GR_RG=Red to Green
option.GR_RB=Red to Blue
option.GR_RC=Red Curve
option.GR_GR=Green to Red
option.GR_GG=Green to Green
option.GR_GB=Green to Blue
option.GR_GC=Green Curve
option.GR_BR=Blue to Red
option.GR_BG=Blue to Green
option.GR_BB=Blue to Blue
option.GR_BC=Blue Curve

option.POST_PROFILE=Post Profile
option.POST_PROFILE.comment=A second profile, independent of the one above it. That one decides how hard the shader works; this one decides how it looks, and the two combine freely -- any post profile can sit on any performance profile. §e[*]§r Where the two disagree this one wins: the performance profile is resolved into option values before the shader compiles, and this is applied afterwards, inside it.
value.POST_PROFILE.0=OFF
value.POST_PROFILE.1=§7§kx§r§7F§kx§r§7un§kx§r§7 Foo§kx§r§7a§kx§r§7e§kx
value.POST_PROFILE.2=§bBetter §cReimagined
value.POST_PROFILE.3=§fM§8o§fn§8o§fc§8h§fr§8o§fm§8e
value.POST_PROFILE.4=§9§lG§c§lo§e§lo§9§lg§a§ll§c§le§r §fPixel
value.POST_PROFILE.5=§c§lO§6§lv§e§le§a§lr§b§lC§9§lo§d§ll§c§lo§6§lr§e§lf§a§lu§b§ll
value.POST_PROFILE.6=§eR§6et§cro §cCa§6me§era
value.POST_PROFILE.7=§8§l[§f§lCinematic§8§l]

option.WATER_STYLE_DEFINE=Water Style
option.WATER_STYLE_DEFINE.comment=Determines the style of water. "Realistic" swaps the whole water model out: the surface becomes a dielectric Fresnel interface with no painted colour of its own, the waves come from a sheared value-noise field with parallax, and the colour comes from per-channel absorption plus in-scattered sky and sun. It ignores the biome water colour by design, and has its own settings page below. §e[*]§r "Set by Style" means that the setting will be automatically determined by the "Visual Style" setting in the main menu of Shader Options.
value.WATER_STYLE_DEFINE.-1=Set by Style
value.WATER_STYLE_DEFINE.1=Reimagined
value.WATER_STYLE_DEFINE.2=Reimagined + Waves
value.WATER_STYLE_DEFINE.3=Unbound
value.WATER_STYLE_DEFINE.4=Realistic

option.WATER_CAUSTIC_STYLE_DEFINE=Water Caustic Style
option.WATER_CAUSTIC_STYLE_DEFINE.comment=Determines the style of water shadows, also known as water caustics.
value.WATER_CAUSTIC_STYLE_DEFINE.-1=Same as Water
value.WATER_CAUSTIC_STYLE_DEFINE.1=Reimagined
value.WATER_CAUSTIC_STYLE_DEFINE.3=Unbound
value.WATER_CAUSTIC_STYLE_DEFINE.4=Realistic

screen.WATER_RIPPLE_SETTINGS=Entity Ripples

option.WATER_RIPPLES=Entity Ripples
option.WATER_RIPPLES.comment=Waves that spread out from anything standing or moving in the water, simulated on a grid that follows you. Works with every water style and is independent of the wind-driven "Interactive Water" in the Voxel World menu -- the two add together. Costs two small compute passes per frame. Sources only exist inside the voxel volume, so nothing ripples further out than that.

option.RIPPLE_RES=Ripple Detail §e[*]§r
option.RIPPLE_RES.comment=How finely the wave is simulated, in grid cells per block. The covered area stays 128x128 blocks either way, so this trades memory for detail and not for range -- 0.5, 2 and 8 MB. A wave can never be shorter than two cells, so this is also the finest ripple that can exist: one block, half a block, or a quarter. It does NOT make the source finer: an entity is located through the voxel volume at one cell per block, so a splash starts a block wide whatever this is set to.
value.RIPPLE_RES.2=Coarse (1/2 block)
value.RIPPLE_RES.4=Normal (1/4 block)
value.RIPPLE_RES.8=Fine (1/8 block)

option.RIPPLE_UPDATE_INTERVAL=Update Interval §e[*]§r
option.RIPPLE_UPDATE_INTERVAL.comment=How many frames to skip between simulation steps, which is also how often entity positions are re-read. This is where nearly all the cost of the feature is: on a skipped frame the grids are only slid along with the camera, which cannot be skipped, and neither the water column scan nor the wave integration runs. §e[*]§r It is not free indefinitely -- the step is still capped for stability, so past a point the waves run slow instead of keeping up. At 60 fps and the default speed that point is about 3 on Normal detail and 1 on Fine; a higher frame rate or a lower Ripple Detail buys more.
value.RIPPLE_UPDATE_INTERVAL.0=Every Frame

option.RIPPLE_DEBUG=Ripple Debug View §e[*]§r
option.RIPPLE_DEBUG.comment=Paints the simulation straight onto the water instead of shading it, to find out which stage is not working. §bWave field§r: green where the surface is up, red where it is down; flat grey means the integrator is not running or is never seeded. §bCell map§r: green where the water column scan found water and red where it found an entity in it; black over water means the compute passes are not running at all. §bApplied slope§r: red is the surface-height gate and green is how strong the finished ripple is against the water's own waves -- black means a gate is killing it, pure red means it passes but the strength is too low, orange to white means it is right.
value.RIPPLE_DEBUG.0=Off
value.RIPPLE_DEBUG.1=Wave Field
value.RIPPLE_DEBUG.2=Cell Map
value.RIPPLE_DEBUG.3=Applied Slope

option.RIPPLE_NORMAL_I=Ripple Strength §e[*]§r
option.RIPPLE_NORMAL_I.comment=How strongly the ripples bend the water surface. This is the one to turn down if they read as too pronounced -- it does not touch the simulation, only how much of it you see. For reference, rethinking-voxels beta18d's interactive waves sit at about §e11§r on this scale; it reached that by integrating once per FRAME rather than per second, so its waves got stronger the faster your machine was and ran into their own clamp. The shipped 4.00 is deliberately below that.

option.RIPPLE_ENTITY_I=Entity Strength §e[*]§r
option.RIPPLE_ENTITY_I.comment=How hard mobs, boats, items and anything else in the water push it. Every entity counts equally: the voxel volume stores one flag per block, so an arrow and a horse make the same size of splash.

option.RIPPLE_PLAYER_I=Player Strength §e[*]§r
option.RIPPLE_PLAYER_I.comment=How hard your own movement pushes the water. Separate from Entity Strength because it is driven by the camera rather than by the voxel volume, which means it works even when the player is not being voxelised, and because it carries a direction -- swimming forward leaves a bow wave rather than a ring.

option.RIPPLE_IDLE=Idle Disturbance §e[*]§r
option.RIPPLE_IDLE.comment=How much something that is merely SITTING in the water keeps disturbing it. At 0.00 only movement makes waves and a moored boat leaves the surface glassy; higher values keep the water working around anything floating in it, which is more alive but never settles. 1.00 is what beta18d used.

option.RIPPLE_SPEED=Wave Speed §e[*]§r
option.RIPPLE_SPEED.comment=How fast a ripple travels outward, in blocks per second. The simulation step is shortened automatically to stay stable at any speed, which means very high values make the waves run slower than the number says once the frame rate cannot keep up with them.

option.RIPPLE_DAMPING=Damping §e[*]§r
option.RIPPLE_DAMPING.comment=How quickly a ripple dies away. Low values let waves cross a whole lake and reflect off the far shore; high values keep them close to whatever made them.

option.RIPPLE_STIFFNESS=Surface Tension §e[*]§r
option.RIPPLE_STIFFNESS.comment=How strongly the surface is pulled back toward flat. This sets how long the water keeps sloshing after the disturbance stops, separately from how far a single ripple travels. At 0.00 a displaced surface has nothing pulling it level again and only the damping settles it.

option.RW_ABSORB_R=Absorption Red §e[*]§r
option.RW_ABSORB_R.comment=How strongly the water swallows red light, per block. This and the two below are what decide the colour of the water: red is absorbed about six times faster than blue, which is why anything more than a couple of blocks down turns cyan. Raising it deepens the blue-green and shortens how far a red object stays red. The shipped ratio between the three was chosen to match measured seawater.

option.RW_ABSORB_G=Absorption Green §e[*]§r
option.RW_ABSORB_G.comment=How strongly the water swallows green light, per block. Raise it toward the red value for murky harbour water, lower it for tropical turquoise.

option.RW_ABSORB_B=Absorption Blue §e[*]§r
option.RW_ABSORB_B.comment=How strongly the water swallows blue light, per block. This is the smallest of the three in real water, which is the whole reason deep water is blue. At 0.00 the blue channel never attenuates and the water stays glassy blue however deep it gets.

option.RW_FOG_DENSITY=Water Fog Density §e[*]§r
option.RW_FOG_DENSITY.comment=Overall thickness of the water. Scales all three absorption values together, so it changes how far you can see into the water without changing its hue. This is the slider for "the bottom shows through too much": raising it hides the riverbed sooner. At 0.40 the water is roughly half as absorbing as it ships.

option.RW_IOR=Refraction Index §e[*]§r
option.RW_IOR.comment=The refractive index of the water, 1.33 for the real thing. It sets the shape of the reflectance curve and how wide Snell's window is when you look up from underneath.

option.RW_REFLECT_I=Surface Reflectivity §e[*]§r
option.RW_REFLECT_I.comment=How mirror-like the surface is. At 1.00 the water reflects exactly what physics says a water surface reflects, which is 2% when you look straight down at it -- correct, and it reads as a sheet of glass over the riverbed rather than as a mirror. Higher values stack that reflectance, so it climbs at every angle while still going to a full mirror at the horizon the way the real curve does.

option.RW_CLARITY=Water Clarity §e[*]§r
option.RW_CLARITY.comment=How far you can see through the water. Higher values stretch every absorption distance, so the bottom stays visible deeper and the colour shift with depth is gentler. The inverse of Water Fog Density, kept separate because the two are worth having on different pages of muscle memory.

option.RW_SCATTER=Scattering Strength §e[*]§r
option.RW_SCATTER.comment=Brightness of the light scattered back out of the body of the water. This is what deep water is lit by, so at zero deep water goes black rather than blue. The shipped level was measured, not chosen: in a reference frame the water sits at about a third of the brightness of lit grass at the same exposure. Raise this if the water reads too dark, lower it if it reads like a swimming pool. Note that it does NOT change the hue -- the colour comes from the absorption sliders, because more absorbing water is both darker and more saturated.

option.RW_SUN_SCATTER=Sun Scattering §e[*]§r
option.RW_SUN_SCATTER.comment=How brightly sunlight glows through the water when you look toward the sun. The scattering is strongly forward-biased, so this is a wide bright halo around the sun's direction and almost nothing behind you -- it is the main thing that makes water read as a translucent volume rather than as a blue surface.

option.RW_VOXEL_SCATTER=Block Light Scattering §e[*]§r
option.RW_VOXEL_SCATTER.comment=How much of the voxel block light scatters INSIDE the water instead of only reflecting off it, so a torch or a lava flow lights the water column around it. Not part of the reference this style is ported from, which has no voxel lighting at all. Set to 0.00 for a literal match.

option.RW_UNDERWATER_RANGE=Underwater Visibility §e[*]§r
option.RW_UNDERWATER_RANGE.comment=How far you can see with your head under the surface. This is the same absorption the water body uses, so lowering Water Clarity shortens it too; this slider scales it on top. Does not touch the underwater light shafts.

option.RW_UNDERWATER_TINT=Underwater Tint Depth §e[*]§r
option.RW_UNDERWATER_TINT.comment=How much water the light you are fading into has already travelled through, in blocks. Higher values leave less red and more blue in the distance, because that is what deep water does to light. At 0.00 the tint is neutral and the biome fog colour comes through unchanged.

option.RW_UNDERWATER_FOG_I=Underwater Fog Brightness §e[*]§r
option.RW_UNDERWATER_FOG_I.comment=How brightly the water itself glows around you. Depth underwater reads as contrast rather than as distance: a bright fog fills the gaps between the light shafts and flattens the whole volume into one lit sheet no matter how short the visibility is. Lower this to put the dark back between the shafts. It does not affect the shafts themselves.

option.RW_UNDERWATER_DARK=Underwater Darkening §e[*]§r
option.RW_UNDERWATER_DARK.comment=How much the scene dims once your head is under the surface. The light shafts are deliberately left out of this, so lowering it darkens everything around them and leaves them where they are -- which is what makes the volume read as water rather than as blue air.

option.RW_PARALLAX=Wave Parallax §e[*]§r
option.RW_PARALLAX.comment=Makes the surface read as having real depth instead of a picture of waves painted on a flat plane. Without it the crests never shift against each other as you move and nothing ever occludes anything, which is what makes normal-mapped water look like a texture no matter how good the normals are. §e[*]§r Needs Detail Quality Medium or higher.

option.RW_SUN_GLINT=Sun Glint §e[*]§r
option.RW_SUN_GLINT.comment=Strength of the specular glitter the sun and moon leave on the wave crests.

option.RW_CAUSTIC_I=Caustic Intensity §e[*]§r
option.RW_CAUSTIC_I.comment=How strong the caustic pattern is. At 0.00 the floor under water is lit evenly. §e[*]§r This only applies while Water Caustic Style is "Realistic" (or "Same as Water" with a Realistic water style).

option.WATER_REFRACTION_INTENSITY=Water Refraction Intensity §e[*]§r
option.WATER_REFRACTION_INTENSITY.comment=Adjusts the intensity of water refraction and underwater distortion. §e[*]§r This setting only fully works when Detail Quality is set to "High", or else it will only affect the subtle underwater distortion.

option.WATER_FOAM_I=Water Foam Intensity
option.WATER_FOAM_I.comment=Determines the opacity of foam seen on water edges. §e[*]§r This setting only works when Detail Quality is set to Medium or higher.

option.WATER_ALPHA_MULT=Water Opacity Factor
option.WATER_ALPHA_MULT.comment=Adjusts how opaque the water looks. §c[-]§r Extreme values will break the balance of water lighting. §e[*]§r This setting only works when Detail Quality is set to Medium or higher.

option.WATER_FOG_MULT=Water Fog Factor
option.WATER_FOG_MULT.comment=Adjusts how close the water fog looks. Higher values provide closer fog. §c[-]§r Extreme values will break the balance of water lighting.

option.WATERCOLOR_R=Water Surface Red Multiplier
option.WATERCOLOR_G=Water Surface Green Multiplier
option.WATERCOLOR_B=Water Surface Blue Multiplier

option.WATERCOLOR_MODE=Color Mode
option.WATERCOLOR_MODE.comment=Determines how the water color will be handled. Constant: Water colors won't change between biomes. Biome Based: Color will change depending on the biome. Biome Based (Clamped): Biome based, but prevents the surface color from getting weird in certain biomes. §e[*]§r This setting won't work correctly on Minecraft versions below 1.13.
value.WATERCOLOR_MODE.3=Biome Based (Clamped)
value.WATERCOLOR_MODE.2=Biome Based
value.WATERCOLOR_MODE.0=Constant

option.BRIGHT_CAVE_WATER=Brighter Shallow/Cave Water
option.BRIGHT_CAVE_WATER.comment=Makes shallow water or water in closed areas brighter to improve visibility in caves, and add some color detail to the shallow parts of oceans. §e[*]§r This effect won't work if Water Opacity Factor is set higher than 199 for technical reasons.

option.UNDERWATERCOLOR_R=Underwater Red Multiplier
option.UNDERWATERCOLOR_G=Underwater Green Multiplier
option.UNDERWATERCOLOR_B=Underwater Blue Multiplier

option.WATER_BUMPINESS=Wave Strength
option.WATER_BUMPINESS.comment=Adjusts the intensity of surface-direction waves (normals) seen on water.

option.WATER_BUMP_SMALL=Wave Strength - Small Waves
option.WATER_BUMP_SMALL.comment=Adjusts the intensity of waves that are smaller than others.

option.WATER_BUMP_MED=Wave Strength - Medium Waves
option.WATER_BUMP_MED.comment=Adjusts the intensity of waves that are average-sized compared to others.

option.WATER_BUMP_BIG=Wave Strength - Large Waves
option.WATER_BUMP_BIG.comment=Adjusts the intensity of waves that are larger than others.

option.WATER_SPEED_MULT=Wave Speed
option.WATER_SPEED_MULT.comment=Adjusts the movement speed of surface-direction waves (normals) seen on water.

option.WATER_SIZE_MULT=Wave Size
option.WATER_SIZE_MULT.comment=Adjusts how big the surface-direction waves (normals) look on water.

option.SUN_ANGLE=Sun/Moon Angle
option.SUN_ANGLE.comment=Adjusts the angle of sun/moon relative to the world during noon. §a[+]§r Reimagined's lighting model is specially designed to make the "0" sun angle work just as well as others.
value.SUN_ANGLE.-1=Set by Style
value.SUN_ANGLE.0=0 §r(§bReimagined§r)
value.SUN_ANGLE.-40=-40 §r(§dUnbound§r)
option.SUN_ANGLE_DAILY=Daily Sun Drift
option.SUN_ANGLE_DAILY.comment=Shifts the sun/moon path by a few degrees every in-game day instead of holding one fixed angle. §e[*]§r The tilt creeps across the whole day rather than stepping at midnight, covering this many degrees per full day. §e[*]§r It turns back when it reaches -60 or +60, and starts from 0 on day 0. §e[*]§r Driven by the world day number, so every player on a server sees the same sky. §e[*]§r Lighting, shadows and the drawn sun all follow together. §a[+]§r Sun/Moon Angle still sets the base tilt this drifts around.
value.SUN_ANGLE_DAILY.-5=§6Daily -5
value.SUN_ANGLE_DAILY.-1=§eDaily -1
value.SUN_ANGLE_DAILY.0=§aOFF
value.SUN_ANGLE_DAILY.1=§eDaily +1
value.SUN_ANGLE_DAILY.5=§6Daily +5

option.SUN_MOON_STYLE_DEFINE=Sun/Moon Style
option.SUN_MOON_STYLE_DEFINE.comment=Determines the style of sun/moon. §e[*]§r This setting might interact incorrectly with some resource packs due to the limitations of sun/moon/skybox differentiation.
value.SUN_MOON_STYLE_DEFINE.-1=Set by Style
value.SUN_MOON_STYLE_DEFINE.1=Reimagined
value.SUN_MOON_STYLE_DEFINE.2=Unbound
value.SUN_MOON_STYLE_DEFINE.3=Unbound - Smaller

option.SUN_MOON_HORIZON=Sun/Moon Horizon
option.SUN_MOON_HORIZON.comment=Prevents the sun/moon from appearing below the horizon line.

option.SUN_MOON_DURING_RAIN=Sun/Moon During Rain
option.SUN_MOON_DURING_RAIN.comment=Determines if the sun and moon will be visible during rain or not.

option.NIGHT_STAR_AMOUNT=Night Star Amount
option.NIGHT_STAR_AMOUNT.comment=Determines the amount of stars in the night sky.
value.NIGHT_STAR_AMOUNT.2=Medium
value.NIGHT_STAR_AMOUNT.3=High

option.RAINBOWS=Rainbows
option.RAINBOWS.comment=Enables rainbows that appear at the opposite side of the sun during the morning/evening.
value.RAINBOWS.0=OFF
value.RAINBOWS.1=After Rain
value.RAINBOWS.3=Always

option.AURORA_STYLE_DEFINE=Aurora Borealis Style
option.AURORA_STYLE_DEFINE.comment=Determines the style of northern lights that appear in the night sky.
value.AURORA_STYLE_DEFINE.-1=Set by Style
value.AURORA_STYLE_DEFINE.0=§cOFF
value.AURORA_STYLE_DEFINE.1=Reimagined
value.AURORA_STYLE_DEFINE.2=Unbound

option.AURORA_CONDITION=Aurora C.
option.AURORA_CONDITION.comment=Aurora Condition setting determines the condition(s) for the Aurora Borealis to appear. §e[*]§r Aurora Borealis will only appear during night regardless of this setting
value.AURORA_CONDITION.0=Every Night
value.AURORA_CONDITION.1=Full Moon
value.AURORA_CONDITION.2=Snowy Biome
value.AURORA_CONDITION.3=Full Moon in Snowy Biome
value.AURORA_CONDITION.4=Full Moon or Snowy Biome

option.NIGHT_NEBULA=Night Nebulae
option.NIGHT_NEBULA.comment=Adds galaxy-style nebulae to the night sky. The nebulae are procedurally generated, and they will look different every night. §c[-]§r This effect can impact performance. §e[*]§r "Nebulae" isn't a typo, it's the plural of Nebula =D

option.NIGHT_NEBULA_I=Night Nebula Brightness
option.NIGHT_NEBULA_I.comment=Adjusts the brightness of Night Nebulae.

option.RAIN_STYLE=Rainy Weather Style
option.RAIN_STYLE.comment=Determines the style of rainy weather.
value.RAIN_STYLE.1=Light & Warmer
value.RAIN_STYLE.2=Heavy & Colder

option.SPECIAL_BIOME_WEATHER=Special Cold/Dry Weather
option.SPECIAL_BIOME_WEATHER.comment=Changes the atmosphere balance in cold and dry biomes to make things feel like a snowstorm or sandstorm.

option.WEATHER_TEX_OPACITY=Weather Texture Opacity
option.WEATHER_TEX_OPACITY.comment=Adjusts the opacity of the rainfall/snowfall weather textures.

option.SHADOW_SMOOTHING=Shadow Smoothing
option.SHADOW_SMOOTHING.comment=Determines the sharpness of shadows. §c[-]§r Lowering this setting will increase shadow flickering and impact performance. §e[*]§r This setting only works if "Real-Time Shadows" is set to Low or higher.
value.SHADOW_SMOOTHING.4=Very Smooth
value.SHADOW_SMOOTHING.3=Smooth
value.SHADOW_SMOOTHING.2=Sharp §c[-]
value.SHADOW_SMOOTHING.1=Very Sharp §c[-]

option.PIXELATED_SHADOWS=Pixelated Shadows
option.PIXELATED_SHADOWS.comment=Makes shadows cast from the sun and moon look pixelated.

option.PIXELATED_BLOCKLIGHT=Pixelated Blocklight
option.PIXELATED_BLOCKLIGHT.comment=Makes the lighting cast by light source blocks look pixelated.

option.PIXELATED_AO=Pixelated Edge Shadows
option.PIXELATED_AO.comment=Makes Minecraft's vanilla ambient occlusion look pixelated.

option.PIXEL_SCALE=Pixelation Scale
option.PIXEL_SCALE.comment=Scaling done on the textures resolution.
value.PIXEL_SCALE.-2=0.25x
value.PIXEL_SCALE.-1=0.5x
value.PIXEL_SCALE.1=1x
value.PIXEL_SCALE.2=2x
value.PIXEL_SCALE.3=4x
value.PIXEL_SCALE.4=8x
value.PIXEL_SCALE.5=16x

option.TEXTURE_RES=Fallback Resolution
option.TEXTURE_RES.comment=Texture resolution that will be used where pixelated effects are calculated without having texture coordinates, such as blocklight.
suffix.TEXTURE_RES=/Block

option.BLOOM=Bloom
option.BLOOM.comment=Enables blurry glow from bright objects and humidity.

option.BLOOM_STRENGTH=Bloom Strength
option.BLOOM_STRENGTH.comment=Determines the intensity of glow on bright things, and the bloom from rain/cave humidity. §c[-]§r Too much bloom will cause the image to get blurrier and brighter than intended, especially in humid conditions.
value.BLOOM_STRENGTH.0.027=15%
value.BLOOM_STRENGTH.0.036=20%
value.BLOOM_STRENGTH.0.045=25%
value.BLOOM_STRENGTH.0.054=30%
value.BLOOM_STRENGTH.0.063=35%
value.BLOOM_STRENGTH.0.072=40%
value.BLOOM_STRENGTH.0.081=45%
value.BLOOM_STRENGTH.0.09=50%
value.BLOOM_STRENGTH.0.10=55%
value.BLOOM_STRENGTH.0.11=60%
value.BLOOM_STRENGTH.0.12=65%
value.BLOOM_STRENGTH.0.13=70%
value.BLOOM_STRENGTH.0.14=75%
value.BLOOM_STRENGTH.0.15=80% §c[-]
value.BLOOM_STRENGTH.0.16=85% §c[-]
value.BLOOM_STRENGTH.0.17=90% §c[-]
value.BLOOM_STRENGTH.0.18=95% §c[-]
value.BLOOM_STRENGTH.0.19=100% §c[-]
value.BLOOM_STRENGTH.0.21=110% §c[-]
value.BLOOM_STRENGTH.0.23=120% §c[-]
value.BLOOM_STRENGTH.0.25=130% §c[-]
value.BLOOM_STRENGTH.0.28=150% §c[-]
value.BLOOM_STRENGTH.0.32=180% §c[-]
value.BLOOM_STRENGTH.10.00=§cInsane

option.IMAGE_SHARPENING=Image Sharpening
option.IMAGE_SHARPENING.comment=Makes the image sharper using a filter. §c[-]§r Too much sharpening might cause visual artifacts like aliasing, flickering, noise, and subtle brightness changes.
value.IMAGE_SHARPENING.0=OFF
value.IMAGE_SHARPENING.1=1x
value.IMAGE_SHARPENING.2=2x
value.IMAGE_SHARPENING.3=3x
value.IMAGE_SHARPENING.4=4x
value.IMAGE_SHARPENING.5=5x
value.IMAGE_SHARPENING.6=6x §c[-]
value.IMAGE_SHARPENING.7=7x §c[-]
value.IMAGE_SHARPENING.8=8x §c[-]
value.IMAGE_SHARPENING.9=9x §c[-]
value.IMAGE_SHARPENING.10=10x §c[-]

option.LENSFLARE_MODE=Lens Flare
option.LENSFLARE_MODE.comment=Adds camera lens reflection effect when towards the sun or moon. §c[-]§r This effect can severely impact performance.
value.LENSFLARE_MODE.0=OFF
value.LENSFLARE_MODE.1=Sun Only
value.LENSFLARE_MODE.2=Sun & Moon

option.LENSFLARE_I=Lens Flare Intensity
option.LENSFLARE_I.comment=Adjusts the strength of the Lens Flare effect.

option.TAA_MODE=Temporal Filter
option.TAA_MODE.comment=Determines the behaviour of temporal anti aliasing. Smart & Subtle §a[+]§r: Temporal filter is applied in small amounts to the image in a way that won't cause artifacts. Intense §e[*]§r: Provides better anti-aliasing, but it will cause extra smudging and flickering; it might be the better choice at a higher frame rate and resolution. OFF §c[-]§r: Turning this off will cause worse performance and worse effect quality.
value.TAA_MODE.1=Smart & Subtle §a[+]
value.TAA_MODE.2=Intense §e[*]
value.TAA_MODE.0=OFF §c[-]

option.DISTANT_LIGHT_BOKEH=Distant Light Bokeh
option.DISTANT_LIGHT_BOKEH.comment=Makes distant light sources look scattered by applying a single pixel blur in the distance. §a[+]§r This effect benefits from IntegratedPBR+ (optional) by adjusting distant light sources for better looks.

option.MOTION_BLURRING=Motion Blur
option.MOTION_BLURRING.comment=Applies blur to the image when moving the camera.

option.MOTION_BLURRING_STRENGTH=Motion Blur Strength
option.MOTION_BLURRING_STRENGTH.comment=Adjusts the intensity of motion blur.

option.WORLD_BLUR=§eWorld Blur
option.WORLD_BLUR.comment=Enables world blurring. Distance Blur: Blur gets applied like fog, depending on the distance from the camera. Depth of Field: Blurring happens depending on the focus point of the camera. §c[-]§r This effect can severely impact performance.
value.WORLD_BLUR.0=OFF
value.WORLD_BLUR.1=Distance Blur
value.WORLD_BLUR.2=Depth of Field

option.WB_FOV_SCALED=FOV Scaled Blur
option.WB_FOV_SCALED.comment=Scales World Blur to the camera Field of View. World Blur will get more intense if you zoom in with this enabled.

option.WB_CHROMATIC=Chromatic Blur
option.WB_CHROMATIC.comment=Applies chromatic aberration to the blurry areas, separating different colors in blurred areas.

option.WB_ANAMORPHIC=Anamorphic Blur
option.WB_ANAMORPHIC.comment=Stretches the blur in one direction. §c[-]§r This option can reduce the quality of the World Blur

option.WB_DOF_I=Depth of Field Strength
option.WB_DOF_FOCUS=Depth of Field Focus
option.WB_DOF_FOCUS.comment=Determines the focus distance of the camera. Automatic: The focus point will be adjusted according to the center point of the screen. Brightness: The focus point will be determined by the "Brightness" slider in Video Settings.
value.WB_DOF_FOCUS.-1=Brightness §e[*]
value.WB_DOF_FOCUS.0=Automatic

option.WB_DB_DAY_I=Dis. Blur - Day
option.WB_DB_NIGHT_I=Dis. Blur - Night & Interiors
option.WB_DB_RAIN_I=Dis. Blur - Rain & Snow
option.WB_DB_WATER_I=Dis. Blur - Underwater
option.WB_DB_NETHER_I=Dis. Blur - The Nether
option.WB_DB_END_I=Dis. Blur - The End

option.VIGNETTE_R=Vignette
option.VIGNETTE_R.comment=Applies darkening around the edges of the screen.

option.CHROMA_ABERRATION=Chromatic Aberration
option.CHROMA_ABERRATION.comment=Separates different colors towards the edges of the screen. §c[-]§r Chromatic Aberration can cause the image to feel blurry; high values aren't recommended for gameplay.
value.CHROMA_ABERRATION.4=4 §c[-]
value.CHROMA_ABERRATION.5=5 §c[-]
value.CHROMA_ABERRATION.6=6 §c[-]
value.CHROMA_ABERRATION.7=7 §c[-]
value.CHROMA_ABERRATION.8=8 §c[-]

option.IPBR_EMISSIVE_MODE=IPBR+ Emissive Mode
option.IPBR_EMISSIVE_MODE.comment=Determines the handling of emissives within IntegratedPBR+. Choosing the labPBR or seuspbr options allow compatible resource packs to completely override IPBR+ emissives on blocks that have specular textures attached to them. §c[-]§r It's not recommended to change this setting unless you know what you are doing.
value.IPBR_EMISSIVE_MODE.1=IPBR+ Only
value.IPBR_EMISSIVE_MODE.3=labPBR > IPBR+
value.IPBR_EMISSIVE_MODE.2=seuspbr > IPBR+

option.IPBR_COMPATIBILITY_MODE=IPBR+ Compatibility Mode
option.IPBR_COMPATIBILITY_MODE.comment=Changes how some IPBR+ features are calculated to be less aggressive in order to cause less problems with resource packs, or mods.

option.IPBR_PARTICLE_FEATURES=IPBR+ Particle Features
option.IPBR_PARTICLE_FEATURES.comment=Enables several features for particles, including things like glowing lava particles and better-colored water particles.

option.FANCY_GLASS=Improved Glass
option.FANCY_GLASS.comment=Improves the regular glass by adding a translucent layer to it. §c[-]§r Does not work on older Iris versions. §e[*]§r RP Support option must be set to Integrated PBR+.

option.GREEN_SCREEN_LIME=Green Screen Lime Blocks
option.GREEN_SCREEN_LIME.comment=Turns "Lime Concrete", "Lime Wool", and "Lime Carpet" into green screens for video editing. Tip 1: Turn off "Bloom" option to improve separation. Tip 2: Put lights under lime carpets for lighting. Tip 3: You can turn off Anti-Aliasing (FXAA) and set Detail Quality to Potato in Performance Settings to disable all filtering and get pixel-perfect separation.

option.HAND_SWAYING=Hand Sway
option.HAND_SWAYING.comment=Adds slow movement to the player hand to simulate a breathing animation.
value.HAND_SWAYING.0=OFF
value.HAND_SWAYING.1=Subtle
value.HAND_SWAYING.2=Normal
value.HAND_SWAYING.3=Intense

option.LESS_LAVA_FOG=Less Fog Inside Lava or Snow
option.LESS_LAVA_FOG.comment=Reduces the lava fog and powder snow fog to improve visibility inside them.

option.REDUCE_CLOSE_PARTICLES=Reduce Close-up Particles
option.REDUCE_CLOSE_PARTICLES.comment=Reduces the opacity of particles that are close to the camera to improve visibility.

option.WORLD_CURVATURE=World Curvature
value.WORLD_CURVATURE.0=OFF
value.WORLD_CURVATURE.1=ON
value.WORLD_CURVATURE.2=§eAuto
option.WORLD_CURVATURE.comment=Bends the ground away from you with distance, so the horizon reads as the edge of something round rather than the edge of the render distance. §e[*]§r On holds the bend fixed wherever you are. Auto ties it to how high you are instead, which is the honest version: from the ground a planet’s curve is not visible at all and only opens up as you climb, so the world flattens out when you land and rounds off again on the way up. §e[*]§r The shadow map is drawn with the same bend, so shadows stay under whatever casts them. §e[*]§r The sky, the volumetric clouds and your own held item are left flat: the first two are drawn without geometry to bend, and the third is attached to your hand rather than to the world.
option.WORLD_CURVATURE_AUTO_ALT=Full Curve Height
option.WORLD_CURVATURE_AUTO_ALT.comment=The height above sea level at which World Curvature on Auto reaches the full Curve Strength. Below it the bend is proportionally weaker, above it it keeps growing, up to four times over. §e[*]§r Does nothing unless World Curvature is set to Auto.
option.WORLD_CURVATURE_AUTO_MAX=Auto Curve Cap
option.WORLD_CURVATURE_AUTO_MAX.comment=How far past full strength the bend on Auto is allowed to grow as you climb higher still. §e[*]§r A multiple of Curve Strength: at 4.00 the world may bend four times as hard from far enough up. §e[*]§r It only comes into play when Full Curve Height is low enough for ordinary altitudes to overshoot it - at the default height you would have to be two thousand blocks up to notice.
option.WORLD_CURVATURE_I=Curve Strength
option.WORLD_CURVATURE_I.comment=How hard the ground falls away with distance. At 100 it is about four blocks low a hundred blocks out and about fifteen at the edge of a twelve chunk view. §e[*]§r Negative values bend it the other way: the ground lifts instead of dropping, and the horizon rises around you as the inside of a bowl. §e[*]§r Large values in either direction bend hard enough that the ground can leave the view a short way in front of you.
suffix.WORLD_CURVATURE_I=%
option.SNOWY_WORLD=Snowy World
option.SNOWY_WORLD.comment=Makes the entire world covered with snow.

option.SHOW_LIGHT_LEVEL=Show Light Levels
option.SHOW_LIGHT_LEVEL.comment=In Overworld: Yellow means mobs can spawn during night time, red means mobs can spawn anytime. In Nether or End: Yellow means some mobs can spawn, red means all mobs can spawn. §e[*]§r Disable Smooth Lighting for precise results.
value.SHOW_LIGHT_LEVEL.0=OFF
value.SHOW_LIGHT_LEVEL.1=Hold Spider Eye
value.SHOW_LIGHT_LEVEL.2=Hold Light Source
value.SHOW_LIGHT_LEVEL.3=Always ON

option.COLOR_CODED_PROGRAMS=Color Coded Programs §c[-]§r
option.COLOR_CODED_PROGRAMS.comment=Shows which shader programs are being used to render geometry. §c[-]§r This option is only for development purposes and shouldn't be used for gameplay. §e[*]§r Color values can be found in the shader pack files: shaders/lib/misc/colorCodedPrograms.glsl

option.GLOWING_COLORED_PARTICLES=Force Glowing Particles §c[-]§r
option.GLOWING_COLORED_PARTICLES.comment=Makes all particles that are technically "colored" turn emissive. §c[-]§r This option isn't recommended for general gameplay as it makes a lot of particles glow when they are made of materials that shouldn't glow at all.

option.CAVE_LIGHTING=Cave Lighting Multiplier
option.CAVE_LIGHTING.comment=Adds extra lighting to areas that don't have skylight. §e[*]§r Cave lighting is also affected by the "Brightness" slider in Video Settings. §c[-]§r Drastically changing this setting can break the lighting balance.

option.AMBIENT_MULT=Shadow Light Multiplier
option.AMBIENT_MULT.comment=Determines the amount of ambient lighting seen in shadows. §c[-]§r Drastically changing this setting can break the lighting balance.

option.PLAYER_SHADOW=Player Shadow §e[*]§r
option.PLAYER_SHADOW.comment=Determines if the player will cast a shadow or not. §e[*]§r This setting only works on Iris. §e[*]§r This setting will be disabled if "Real-Time Shadows" is OFF.
value.PLAYER_SHADOW.-1=OFF
value.PLAYER_SHADOW.1=ON

option.GENERATED_NORMALS=Generated Normals
option.GENERATED_NORMALS.comment=Adds auto-generated bumpy details to surfaces. §e[*]§r RP Support option must be set to Integrated PBR+.

option.COATED_TEXTURES=Coated Textures
option.COATED_TEXTURES.comment=Adds auto-generated dusty details to textures. §e[*]§r RP Support option must be set to Integrated PBR+.

option.ENTITY_GN_AND_CT=Allow GN and CT on Entities
option.ENTITY_GN_AND_CT.comment=Decides if Generated Normals and Coated Textures can appear on entities. §e[*]§r This won't enable GN or CT on entities if the main GN or CT options are disabled.

option.GENERATED_NORMAL_MULT=Generated Normal Strength
option.GENERATED_NORMAL_MULT.comment=Adjusts the strength of auto-generated bumpy details on surfaces.

option.COATED_TEXTURE_MULT=Coated Texture Strength
option.COATED_TEXTURE_MULT.comment=Adjusts the strength of auto-generated dusty details on textures.

option.GLOWING_ORE_MASTER=§eEnable Glowing Ores
option.GLOWING_ORE_MASTER.comment=Enables the functionality of glowing ores. §e[*]§r Choosing "Set By Style" will only enable glowing ores if the "Visual Style" is set to "Unbound". §e[*]§r The settings below won't work if this option isn't enabled.
value.GLOWING_ORE_MASTER.0=§cOFF
value.GLOWING_ORE_MASTER.1=Set By Style
value.GLOWING_ORE_MASTER.2=§aON

option.GLOWING_ORE_MULT=Ore Glow Strength
option.GLOWING_ORE_MULT.comment=Determines the emission strength of glowing ores.

option.GLOWING_ORE_IRON=Glowing Iron Ore
option.GLOWING_ORE_GOLD=Glowing Gold Ore
option.GLOWING_ORE_COPPER=Glowing Copper Ore
option.GLOWING_ORE_REDSTONE=Glowing Redstone Ore §e[*]§r
option.GLOWING_ORE_REDSTONE.comment=§e[*]§r All redstone ores will still glow if they are "activated" regardless of this setting.
option.GLOWING_ORE_LAPIS=Glowing Lapis Lazuli Ore
option.GLOWING_ORE_EMERALD=Glowing Emerald Ore
option.GLOWING_ORE_DIAMOND=Glowing Diamond Ore
option.GLOWING_ORE_NETHERQUARTZ=Glowing Nether Quartz Ore
option.GLOWING_ORE_NETHERGOLD=Glowing Nether Gold Ore
option.GLOWING_ORE_GILDEDBLACKSTONE=Glowing Gilded Blackstone
option.GLOWING_ORE_ANCIENTDEBRIS=Glowing Ancient Debris
option.GLOWING_ORE_MODDED=Glowing Modded Ores §e[*]§r
option.GLOWING_ORE_MODDED.comment=§e[*]§r You can add modded ore IDs to "Complementary-->shaders-->block.properties" file in order to make them glow. You can open block.properties using any text editor like notepad, and then add modded ore block IDs next to "block.10024=".

option.GLOWING_AMETHYST=Glowing Amethyst
value.GLOWING_AMETHYST.0=§cOFF
value.GLOWING_AMETHYST.1=Crystal
value.GLOWING_AMETHYST.2=Crystal & Block

option.GLOWING_LICHEN=Glowing Glow Lichen
value.GLOWING_LICHEN.0=§cOFF
value.GLOWING_LICHEN.1=In Closed Areas
value.GLOWING_LICHEN.2=Always

option.EMISSIVE_EMERALD_BLOCK=Glowing Emerald Block

option.EMISSIVE_REDSTONE_BLOCK=Glowing Redstone Block

option.EMISSIVE_LAPIS_BLOCK=Glowing Lapis Lazuli Block

option.GLOWING_ARMOR_TRIM=Glowing Armor Trim §e[*]§r
option.GLOWING_ARMOR_TRIM.comment=Makes armor trims emissive. §e[*]§r This feature only works on Iris, as Optifine doesn't support armor trim detection.

option.NORMAL_MAP_STRENGTH=Normal Map Strength
option.NORMAL_MAP_STRENGTH.comment=Adjusts the strength of bumpy details on surfaces. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used.

option.CUSTOM_EMISSION_INTENSITY=Custom Emission Intensity
option.CUSTOM_EMISSION_INTENSITY.comment=Adjusts the intensity of glowing surfaces. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used.

option.POM=Parallax Occlusion Mapping
option.POM.comment=Enables 3D effect on surfaces. §c[-]§r This effect can severely impact performance. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used.
value.POM.false=OFF
value.POM.true=ON §c[-]

option.POM_DEPTH=POM Depth
option.POM_DEPTH.comment=Adjusts the depth of parallax occlusion mapping. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used.

option.POM_QUALITY=POM Quality
option.POM_QUALITY.comment=Adjusts the sharpness/accuracy of parallax occlusion mapping. §c[-]§r Values higher than 200 can severely impact performance. §e[*]§r Values lower than 100 will force "POM Lighting Mode" to "Smooth". §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used.
value.POM_QUALITY.16=16 §e[*]
value.POM_QUALITY.32=32 §e[*]
value.POM_QUALITY.64=64 §e[*]
value.POM_QUALITY.256=256 §c[-]
value.POM_QUALITY.512=512 §c[-]

option.POM_DISTANCE=POM Distance
option.POM_DISTANCE.comment=Adjusts how far parallax occlusion mapping is calculated. §e[*]§r It's recommended to keep this value below 50 to get a small performance gain. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used.
value.POM_DISTANCE.64=64 §e[*]
value.POM_DISTANCE.128=128 §e[*]
value.POM_DISTANCE.256=256 §e[*]
value.POM_DISTANCE.512=512 §e[*]
value.POM_DISTANCE.1024=1024 §e[*]

option.POM_LIGHTING_MODE=POM Lighting Mode
option.POM_LIGHTING_MODE.comment=Adjusts the lighting style for POM-affected surfaces. Sharp: POM walls won't get light if they aren't facing towards the light. Smooth: POM walls will still get light as if they are not walls. §e[*]§r This option will be forced to "Smooth" if POM Quality is set lower than 100.
value.POM_LIGHTING_MODE.1=Smooth
value.POM_LIGHTING_MODE.2=Sharp

option.POM_ALLOW_CUTOUT=POM on Cutout Surfaces §c[-]§r
option.POM_ALLOW_CUTOUT.comment=Makes POM be able to work on cutout block sections (like gaps of leaves). §c[-]§r This effect can severely impact performance.

option.DIRECTIONAL_BLOCKLIGHT=Directional Blocklight
option.DIRECTIONAL_BLOCKLIGHT.comment=Adds depth to blocklight depending on the surface normal. §c[-]§r May cause visual artifacts in some situations. §c[-]§r This effect can impact performance. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used.
value.DIRECTIONAL_BLOCKLIGHT.0=OFF
value.DIRECTIONAL_BLOCKLIGHT.3=Subtle §c[-]
value.DIRECTIONAL_BLOCKLIGHT.7=Normal §c[-]
value.DIRECTIONAL_BLOCKLIGHT.11=Intense §c[-]

option.HELD_LIGHTING_MODE=Dynamic Handheld Lighting
option.HELD_LIGHTING_MODE.comment=Allows handheld light sources to cast light onto the scene. §e[*]§rOnly works with Player Shadow enabled.
value.HELD_LIGHTING_MODE.0=§cOFF
value.HELD_LIGHTING_MODE.1=Subtle
value.HELD_LIGHTING_MODE.2=Normal

option.BLOCKLIGHT_FLICKERING=Blocklight Flickering
option.BLOCKLIGHT_FLICKERING.comment=Adds a flickering effect to the light cast from blocks.
value.BLOCKLIGHT_FLICKERING.0=OFF

option.WAVING_SPEED=Waving Speed
option.WAVING_SPEED.comment=Adjusts how quickly the waving effects happen.

option.WAVING_I=Waving Intensity
option.WAVING_I.comment=Adjusts how much the blocks move when waving. §c[-]§r Too much waving intensity can cause waving blocks to clip in and out of other blocks.
value.WAVING_I.1.25=1.25 §c[-]
value.WAVING_I.1.50=1.50 §c[-]
value.WAVING_I.1.75=1.75 §c[-]
value.WAVING_I.2.00=2.00 §c[-]
value.WAVING_I.50.0=§cInsane

option.NO_WAVING_INDOORS=No Waving in Closed Areas
option.NO_WAVING_INDOORS.comment=Prevents blocks from waving in closed areas using skylight. §c[-]§r This setting being enabled can cause problems with some resource packs or mods.

option.WAVING_I_RAIN_MULT=Waving Rain Multiplier
option.WAVING_I_RAIN_MULT.comment=Multiplies the speed and intensity of waving during rain. §c[-]§r Too much waving intensity can cause waving blocks to clip in and out of other blocks. §c[-]§r This setting can impact performance when increased above 100.
value.WAVING_I.125=125 §c[-]
value.WAVING_I.150=150 §c[-]
value.WAVING_I.175=175 §c[-]
value.WAVING_I.200=200 §c[-]

option.WAVING_FOLIAGE=Waving Grass
option.WAVING_FOLIAGE.comment=Adds movement to grass and other similar foliage to simulate wind.

option.WAVING_LEAVES=Waving Leaves
option.WAVING_LEAVES.comment=Adds movement to leaves to simulate wind.

option.WAVING_LAVA=Waving Lava Texture
option.WAVING_LAVA.comment=Adds constant movement to lava. §e[*]§r Lava waving in particular is not affected by the "No Waving in Closed Areas" setting.

option.WAVING_LILY_PAD=Waving Lily Pad
option.WAVING_LILY_PAD.comment=Adds movement to lily pads and frogspawn to simulate impact from water waves.

option.WAVING_WATER_VERTEX=Waving Water Height
option.WAVING_WATER_VERTEX.comment=Adds movement to water position to simulate wind. §e[*]§r This option is not related to the "Water Wave Strength" setting.

option.WAVING_RAIN=Waving Rain/Snow Texture
option.WAVING_RAIN.comment=Adds movement to falling rain and snow textures to make it look more dynamic.

option.LEAVES_PHYSICS_MODE=Leaves Physics Mode
option.LEAVES_PHYSICS_MODE.comment=Controls what drives the extra grass/leaves motion added by Leaves Physics, on top of the normal wind sway. §aOnly Entities§r keeps only the bending away from nearby moving entities. §aOnly Weather§r keeps only the extra rain/thunderstorm gusts. §aAll§r enables both.
value.LEAVES_PHYSICS_MODE.0=§cOFF
value.LEAVES_PHYSICS_MODE.1=Only Entities
value.LEAVES_PHYSICS_MODE.2=Only Weather
value.LEAVES_PHYSICS_MODE.3=All

option.LEAVES_PHYSICS_STRENGTH=Leaves Physics Strength
option.LEAVES_PHYSICS_STRENGTH.comment=Multiplies the strength of the Leaves Physics motion set by Leaves Physics Mode. §e[*]§r Does not affect the normal wind sway, which is controlled by Waving Intensity.

option.SPECIAL_PORTAL_EFFECTS=Special Portal Effects
option.SPECIAL_PORTAL_EFFECTS.comment=Adds special animations and emission to Nether Portals, End Portals, and End Gateways.

option.WORLD_OUTLINE=World Outline
option.WORLD_OUTLINE.comment=Adds bright outlines around blocks. §c[-]§r This effect can impact performance.

option.WORLD_OUTLINE_THICKNESS=World Outline Thickness
option.WORLD_OUTLINE_THICKNESS.comment=Determines the thickness of the World Outline effect. §c[-]§r Increasing this setting can impact performance.

option.WORLD_OUTLINE_I=World Outline Brightness
option.WORLD_OUTLINE_I.comment=Determines how intense the World Outline effect will be.

option.WORLD_OUTLINE_ON_ENTITIES=World Outline on Entities
option.WORLD_OUTLINE_ON_ENTITIES.comment=Determines if the World Outline effect will apply to entities or not. §c[-]§r This setting may not work perfectly with some custom PBR resource packs.

option.DARK_OUTLINE=Dark Outline
option.DARK_OUTLINE.comment=Adds dark outlines around blocks. §c[-]§r This effect can impact performance.

option.DARK_OUTLINE_THICKNESS=Dark Outline Thickness
option.DARK_OUTLINE_THICKNESS.comment=Determines the thickness of the Dark Outline effect. §c[-]§r Increasing this setting can impact performance.

option.RAIN_PUDDLES=Rain Puddles
option.RAIN_PUDDLES.comment=Adds water puddles to the terrain during rain. §c[-]§r Rain puddles can severely impact performance.
value.RAIN_PUDDLES.0=OFF
value.RAIN_PUDDLES.1=§aON - Puddles
value.RAIN_PUDDLES.2=§aON - Full Coverage
value.RAIN_PUDDLES.3=§aON - §cAlways§a Puddles
value.RAIN_PUDDLES.4=§aON - §cAlways§a Full

option.UNDERWATER_DISTORTION=Underwater Distortion
option.UNDERWATER_DISTORTION.comment=Adds subtle refraction to the screen when the camera is inside water.

option.SELECT_OUTLINE=Selection Outline
option.SELECT_OUTLINE.comment=Determines the color of the block selection outline.
value.SELECT_OUTLINE.0=§cOFF
value.SELECT_OUTLINE.1=Default
value.SELECT_OUTLINE.2=Rainbow
value.SELECT_OUTLINE.3=Select Color
value.SELECT_OUTLINE.4=Versatile

option.SELECT_OUTLINE_AUTO_HIDE=Auto Hide Selection Outline
option.SELECT_OUTLINE_AUTO_HIDE.comment=Hides the block selection outline if the player isn't holding anything in any of their hands, or only holding a light source in the off-hand.

option.SELECT_OUTLINE_I=SO Brightness
option.SELECT_OUTLINE_R=SO Red
option.SELECT_OUTLINE_G=SO Green
option.SELECT_OUTLINE_B=SO Blue

option.MOON_PHASE_INF_LIGHT=Moon Phased Night Lighting
option.MOON_PHASE_INF_LIGHT.comment=Enables different moon phases to change the night lighting brightness.

option.MOON_PHASE_INF_ATMOSPHERE=Moon Phased Night Atmosphere
option.MOON_PHASE_INF_ATMOSPHERE.comment=Enabled different moon phases to change the night atmosphere brightness.

option.MOON_PHASE_INF_REFLECTION=Moon Phased Moon Reflection
option.MOON_PHASE_INF_REFLECTION.comment=Enables different moon phases to change the brightness of moon reflections.

option.MOON_PHASE_FULL=Full Moon Intensity
option.MOON_PHASE_FULL.comment=Adjusts the moon phase influence during the Full Moon phase (brightest phase).

option.MOON_PHASE_PARTIAL=Partial Moon Intensity
option.MOON_PHASE_PARTIAL.comment=Adjusts the moon phase influence during all moon phases between Full Moon and Dark Moon. This is the phase you will see the most in Minecraft.

option.MOON_PHASE_DARK=Dark Moon Intensity
option.MOON_PHASE_DARK.comment=Adjusts the moon phase influence during New Moon (darkest phase).

option.CONNECTED_GLASS_EFFECT=Connected Glass
option.CONNECTED_GLASS_EFFECT.comment=Makes all types of glass connect to each other. §e[*]§r This feature only works if Advanced Colored Lighting is enabled in Performance Settings and your system supports it. §e[*]§r This feature will be automatically disable itself if the "Continuity" mod is installed.

option.PORTAL_EDGE_EFFECT=Glowing Portal Edges
option.PORTAL_EDGE_EFFECT.comment=Adds an emissive border effect to end and nether portals. §e[*]§r This feature only works if Advanced Colored Lighting is enabled in Performance Settings and your system supports it.

option.PUDDLE_VOXELIZATION=Fix Puddles Under Glass
option.PUDDLE_VOXELIZATION.comment=Prevents rain puddles from forming in closed areas with glass roofs when the Rain Puddles setting is enabled. §e[*]§r This feature only works if Advanced Colored Lighting is enabled in Performance Settings and your system supports it.

option.COLORED_CANDLE_LIGHT=Colored Candle Lighting
option.COLORED_CANDLE_LIGHT.comment=Makes lights cast by candles to be the same color as their bases. §e[*]§r The desaturated candle color variants will continue to use the usual fire color.

option.COLORED_LIGHT_SATURATION=Colored Lighting Saturation
option.COLORED_LIGHT_SATURATION.comment=Adjusts how saturated the colors produced from Advanced Colored Lighting will be. §e[*]§r It's not recommended to change this value, as the visuals are designed to look the most balanced with the default saturation.

option.COLORED_LIGHT_FOG=Colored Light Fog
option.COLORED_LIGHT_FOG.comment=Adds volumetric blocklight fog to the scene, most visible during the night or underground. §e[*]§r This feature only works if Advanced Colored Lighting is enabled in Performance Settings and your system supports it. §c[-]§r This effect can severely impact performance.

option.COLORED_LIGHT_FOG_I=Light Fog Intensity
option.COLORED_LIGHT_FOG_I.comment=Determines the brightness of the Colored Light Fog.

option.LIGHT_COLOR_MULTS=§eLighting Color Multipliers
option.LIGHT_COLOR_MULTS.comment=Enables customization of lighting colors that are seen on all surfaces.

option.ATM_COLOR_MULTS=§eAtmosphere Color Multipliers
option.ATM_COLOR_MULTS.comment=Enables customization of atmosphere colors that are mostly seen in the sky and fog.

option.LIGHT_MORNING_R=Lighting Red Multiplier
option.LIGHT_MORNING_G=Lighting Green Multiplier
option.LIGHT_MORNING_B=Lighting Blue Multiplier
option.LIGHT_MORNING_I=Lighting Intensity Multiplier
option.ATM_MORNING_R=Atmosphere Red Multiplier
option.ATM_MORNING_G=Atmosphere Green Multiplier
option.ATM_MORNING_B=Atmosphere Blue Multiplier
option.ATM_MORNING_I=Atmosphere Intensity Multiplier
option.LIGHT_NOON_R=Lighting Red Multiplier
option.LIGHT_NOON_G=Lighting Green Multiplier
option.LIGHT_NOON_B=Lighting Blue Multiplier
option.LIGHT_NOON_I=Lighting Intensity Multiplier
option.ATM_NOON_R=Atmosphere Red Multiplier
option.ATM_NOON_G=Atmosphere Green Multiplier
option.ATM_NOON_B=Atmosphere Blue Multiplier
option.ATM_NOON_I=Atmosphere Intensity Multiplier
option.LIGHT_NIGHT_R=Lighting Red Multiplier
option.LIGHT_NIGHT_G=Lighting Green Multiplier
option.LIGHT_NIGHT_B=Lighting Blue Multiplier
option.LIGHT_NIGHT_I=Lighting Intensity Multiplier
option.ATM_NIGHT_R=Atmosphere Red Multiplier
option.ATM_NIGHT_G=Atmosphere Green Multiplier
option.ATM_NIGHT_B=Atmosphere Blue Multiplier
option.ATM_NIGHT_I=Atmosphere Intensity Multiplier
option.LIGHT_RAIN_R=Lighting Red Multiplier
option.LIGHT_RAIN_G=Lighting Green Multiplier
option.LIGHT_RAIN_B=Lighting Blue Multiplier
option.LIGHT_RAIN_I=Lighting Intensity Multiplier
option.ATM_RAIN_R=Atmosphere Red Multiplier
option.ATM_RAIN_G=Atmosphere Green Multiplier
option.ATM_RAIN_B=Atmosphere Blue Multiplier
option.ATM_RAIN_I=Atmosphere Intensity Multiplier
option.LIGHT_NETHER_R=Lighting Red Multiplier
option.LIGHT_NETHER_G=Lighting Green Multiplier
option.LIGHT_NETHER_B=Lighting Blue Multiplier
option.LIGHT_NETHER_I=Lighting Intensity Multiplier
option.ATM_NETHER_R=Atmosphere Red Multiplier
option.ATM_NETHER_G=Atmosphere Green Multiplier
option.ATM_NETHER_B=Atmosphere Blue Multiplier
option.ATM_NETHER_I=Atmosphere Intensity Multiplier
option.LIGHT_END_R=Lighting Red Multiplier
option.LIGHT_END_G=Lighting Green Multiplier
option.LIGHT_END_B=Lighting Blue Multiplier
option.LIGHT_END_I=Lighting Intensity Multiplier
option.ATM_END_R=Atmosphere Red Multiplier
option.ATM_END_G=Atmosphere Green Multiplier
option.ATM_END_B=Atmosphere Blue Multiplier
option.ATM_END_I=Atmosphere Intensity Multiplier

option.XLIGHT_R=Blocklight Red Multiplier
option.XLIGHT_G=Blocklight Green Multiplier
option.XLIGHT_B=Blocklight Blue Multiplier

option.XLIGHT_I=Blocklight Intensity

option.VX_VOL_SIZE=Voxel Volume Size
value.VX_VOL_SIZE.0=96x64x96 Blocks
value.VX_VOL_SIZE.1=128x96x128 Blocks
value.VX_VOL_SIZE.2=256x128x256 Blocks
value.VX_VOL_SIZE.3=512x128x512 Blocks
option.VX_VOL_SIZE.comment=This setting changes the size of the part of the world in which advanced Blocklight is calculated. §c[-]§r Extreme performance impact.

option.VOXEL_DETAIL_AMOUNT=Voxel Resolution
value.VOXEL_DETAIL_AMOUNT.1=1/Block
value.VOXEL_DETAIL_AMOUNT.2=2/Block
value.VOXEL_DETAIL_AMOUNT.3=4/Block
value.VOXEL_DETAIL_AMOUNT.4=8/Block
value.VOXEL_DETAIL_AMOUNT.5=16/Block
value.VOXEL_DETAIL_AMOUNT.6=32/Block
value.VOXEL_DETAIL_AMOUNT.7=64/Block
value.VOXEL_DETAIL_AMOUNT.8=128/Block
option.VOXEL_DETAIL_AMOUNT.comment=Adjusts the resolution at which models for blocks are generated. §e[*]§r High performance impact.

option.ENTITY_VOXELIZATION=Entity Voxelization
option.PLAYER_VOXELIZATION=Player Voxelization
option.FOLIAGE_VOXELIZATION=Foliage Voxelization

option.LIGHT_DENOISE=§bLighting Denoiser
option.LIGHT_DENOISE.comment=Averages the two random terms in the block-lighting estimate instead of taking a single sample of each. §e[*]§r Block lighting is computed for one pixel in §bBlocklight Resolution§r squared, and two of its terms were one random draw per texel per frame: where along the cone the soft shadow starts marching, and which point on a light's disc the §bTranslucent Light Tint§r ray passes through. §e[*]§r That is the grain in the lighting, and the coloured speckle on surfaces lit through stained glass is the tint term specifically. §e[*]§r The cost lands only in the reduced-resolution pass, not per screen pixel. §e[*]§r OFF compiles back to exactly the old single-sample path.
value.LIGHT_DENOISE.0=§cOFF
value.LIGHT_DENOISE.1=§aON
screen.LIGHT_DENOISE_SETTINGS=Lighting Denoiser Settings
screen.LIGHT_DENOISE_SETTINGS.comment=How many samples each noisy term is averaged over.
option.LIGHT_DENOISE_STABLE=Stable Sampling
option.LIGHT_DENOISE_STABLE.comment=Uses the same sample positions every frame instead of drawing new random ones. §e[*]§r This is what stops the speckle from crawling. Redrawn every frame the noise moves, and the temporal filter cannot average it away because it clamps the history to the local colour range. §e[*]§r The trade: fixed samples are biased where random ones are merely noisy, so a low sample count shows as banding in a penumbra rather than as grain. Raise the counts below if you see that. §e[*]§r OFF restores the old moving-noise character, keeping the averaging.
value.LIGHT_DENOISE_STABLE.0=§cOFF
value.LIGHT_DENOISE_STABLE.1=§aON
option.LIGHT_DENOISE_SHADOW_SAMPLES=Soft Shadow Samples
option.LIGHT_DENOISE_SHADOW_SAMPLES.comment=Cone-trace samples per light for the soft shadow. §e[*]§r The samples are stratified across the march interval rather than drawn independently, so two of these are worth noticeably more than two random ones. §e[*]§r 1 is the old behaviour. 2 removes most of the grain; past 4 the return is small.
option.LIGHT_DENOISE_TINT_SAMPLES=Glass Tint Samples
option.LIGHT_DENOISE_TINT_SAMPLES.comment=Rays per light through the light's area for the translucent tint. §e[*]§r Only does anything with §bTranslucent Light Tint§r on. Raise this if light coming through stained glass looks speckled; it is the single term responsible for coloured noise. §e[*]§r 1 is the old behaviour.
option.BLOCKLIGHT_RESOLUTION=Blocklight Resolution
option.BLOCKLIGHT_RESOLUTION.comment=Changes the internal resolution at which block light is rendered. §e[*]§r Lower values are better for performance.
value.BLOCKLIGHT_RESOLUTION.1=1
value.BLOCKLIGHT_RESOLUTION.2=0.5
value.BLOCKLIGHT_RESOLUTION.3=0.33
value.BLOCKLIGHT_RESOLUTION.4=0.25
value.BLOCKLIGHT_RESOLUTION.6=0.17
value.BLOCKLIGHT_RESOLUTION.8=0.13
value.BLOCKLIGHT_RESOLUTION.10=0.1

option.BLOCKLIGHT_HIGHLIGHT=Specular Blocklight Highlights
option.BLOCKLIGHT_HIGHLIGHT.comment=Makes light from blocklight sources reflect from surfaces in a way that accounts for their smoothness.

option.FINE_VOXEL_COLOR=Fine Voxel Color
option.FINE_VOXEL_COLOR.comment=Stores §ocolour§r below block size for the blocks around you, and how finely. §e[*]§r This is colour only. It does not change the §oshape§r of what you see reflected - the lumps a reflected figure is made of come from the distance field, and "Voxel Detail Amount" under Voxel Volume is the setting that makes those finer. §e[*]§r The ordinary voxel colour is one average for a whole cubic metre, so a player - about two voxels tall - reflects and bounces light as two flat colours. At 8 that surface gets roughly five by fifteen cells instead; at 64 it is eight times finer again. §e[*]§r The figure in brackets is how far the volume reaches. Finer cells over the same distance cost cubically more memory, so past a point the box closes in instead - by then it only has to reach the player. §e[*]§r Settings above half the voxelizer’s fill rate are held back to it, because past that point the cells are emptier rather than finer and the colour breaks into speckle. Voxel Detail Amount is what raises that ceiling: at 6 the useful maximum is 32, at 7 it is 64.
value.FINE_VOXEL_COLOR.0=OFF
value.FINE_VOXEL_COLOR.4=4 per block (32 blocks, 17 MB)
value.FINE_VOXEL_COLOR.8=8 per block (16 blocks, 17 MB)
value.FINE_VOXEL_COLOR.16=§e16 per block (12 blocks, 57 MB)
value.FINE_VOXEL_COLOR.32=§c32 per block (8 blocks, 134 MB)
value.FINE_VOXEL_COLOR.64=§c64 per block (4 blocks, 134 MB)
option.VOXEL_RT_REFLECTIONS=World-Space Reflections
option.VOXEL_RT_REFLECTIONS.comment=Allows things that aren't visible on the screen to be reflected by other things. §e[*]§r High performance impact.

option.LIGHT_TRACE_LENGTH=Light Spread Distance
option.LIGHT_TRACE_LENGTH.comment=Controls the maximum distance at which a light source can still illuminate its surroundings.

option.MAX_TRACE_COUNT=Max. Light Sample Count
option.MAX_TRACE_COUNT.comment=This setting controls the maximum amount of nearby light sources that can cast light on an object.

option.LIGHT_COLOR_SATURATION=Light Color Saturation
option.LIGHT_COLOR_SATURATION.comment=This setting adjusts how much the saturation of light colours is boosted relative to their texture colors. Only applies when the light source colour is not being overridden in the light colour settings.

option.LIGHTSOURCE_SIZE_MULT=Light Source Size
option.LIGHTSOURCE_SIZE_MULT.comment=Lower values increase sharpness of shadows cast by light sources by treating them as smaller than they actually are. §c[-]§rMay cause some light sources to cast weird shadows or stop working altogether at low values.

option.SLANTED_BLOCK_EDGES=Slanted Block Edges
option.SLANTED_BLOCK_EDGES.comment=Tilts face normals of full blocks outwards if at their edges if there is no block next to them.

option.INTERACTIVE_WATER=Interactive Water Waves
option.INTERACTIVE_WATER.comment=Makes water waves adapt to their surroundings by having smaller waves in smaller bodies of water. Only works with Unbound water waves.

option.WATER_BUMP_INTERACTIVE=Interactive Water Bumpiness
option.WATER_BUMP_INTERACTIVE.comment=Controls the wave strength of interactive water waves.

option.DIRECTION_UPDATING_CONETRACE=Update Cone direction during RT
option.DIRECTION_UPDATING_CONETRACE.comment=Allows lights to cast light onto surfaces from which only their edges are visible. [§c-§r] Very performance intensive.

option.CONWAY=End Game of Life
option.CONWAY.comment=Simulates Conway's game of life at the bottom of the end. Cells that are close to the player revive.
value.CONWAY.0=Off
value.CONWAY.1=Grayscale
value.CONWAY.2=End-Colors

option.FRACTAL_GALAXY=Fractal Night Sky
value.FRACTAL_GALAXY.0=Off
value.FRACTAL_GALAXY.1=Full Mandelbrot Set
value.FRACTAL_GALAXY.2=Partial Mandelbrot Set
value.FRACTAL_GALAXY.3=Julia Set
option.PER_PIXEL_LIGHT=Per-Pixel Light Calculation
option.PER_PIXEL_LIGHT.comment=If this is enabled, Light from Block Light sources will be calculated separately for each pixel on the screen. Otherwise, it will be calculated only once per block.

option.R2_FALLOFF=Light Falloff
option.R2_FALLOFF.comment=Controls the steepness at which the brightness of a light source changes with distance. 1/r^2 is physically correct.
value.R2_FALLOFF.0=1/r
value.R2_FALLOFF.1=1/r^2

option.VOLUMETRIC_BLOCKLIGHT=Vol. Blocklight
option.VBL_STRENGTH=Vol. Blocklight Strength
option.VBL_NETHER_MULT=Vol. Blocklight Nether Multiplier
option.VBL_END_MULT=Vol. Blocklight End Multiplier

option.GI_STRENGTH=Global Illumination
value.GI_STRENGTH.0=Off
value.GI_STRENGTH.1=Subtle
value.GI_STRENGTH.2=Correct

option.GI_DEBUG=GI Debug View
option.GI_DEBUG.comment=Replaces the scene with the irradiance cache itself, to tell a fault in the cache apart from a fault in what reads it. §e[*]§r Everything after the cache mixes it with sky ambient, block light and shadow, and any of those can make steady data look like it is flickering. §e[*]§r §oCache§r is the raw bounce. §oHue§r takes the brightness out, so a wobble goes flat and a position error does not. §oVs Ambient§r shows how far the bounce is from the ambient it competes with - where it is dark, the bounce is being thrown away.
value.GI_DEBUG.0=OFF
value.GI_DEBUG.1=Cache
value.GI_DEBUG.2=Hue
value.GI_DEBUG.3=Vs Ambient
option.GI_COLOR_BLEED=GI Color Bleed
option.GI_COLOR_BLEED.comment=How much of a bounced light’s colour ends up on what it lands on - red from a red block onto snow, blue from blue ice onto white. §e[*]§r 100 is the old behaviour, where that colour is mostly lost: the bounce is combined with the plain sky ambient by taking the brighter of the two in each channel, and a faint tint is brighter in none of them, so it is replaced outright. Raising GI Strength does not fix that - it moves brightness, and brightness is exactly what is being compared. §e[*]§r Above 100 the bounce’s colour is added back on top. Only its colour: the amount added carries no brightness of its own, so surfaces do not get lighter or darker, only more tinted.
suffix.GI_COLOR_BLEED=%
option.GI_BOUNCE_ALBEDO=GI Bounce Ceiling
option.GI_BOUNCE_ALBEDO.comment=Caps how much light a surface is allowed to pass on when it is relaying someone else’s bounce rather than reflecting a light source. §e[*]§r Bounced light lands on a surface, is multiplied by that surface’s colour and is stored again, once every frame. A surface that keeps 95% of what hits it - voxelised snow does - therefore settles at twenty times what it was given, and needs twenty of those rounds to settle at all. Any speckle from the sampling gets the same twenty, which is the drifting bright patch on snow; at night there is no sunlight left to anchor it, so it wanders on its own leftovers instead of fading. §e[*]§r This only touches surfaces above the cap, so ordinary blocks are unaffected. Lower is steadier, higher is brighter on white ground. 100 restores the old, unbounded behaviour.
suffix.GI_BOUNCE_ALBEDO=%
option.GI_AMBIENT_MIN=GI Ambient Brightness
option.GI_AMBIENT_MIN.comment=When Global Illumination is enabled, incrases the brightness of shadows to be closer to vanilla Minecraft lighting.

option.GI_SAMPLE_COUNT=Global Illumination Quality
value.GI_SAMPLE_COUNT.1=Low
value.GI_SAMPLE_COUNT.3=Medium
value.GI_SAMPLE_COUNT.7=High
value.GI_SAMPLE_COUNT.13=Ultra
option.GI_SAMPLE_COUNT.comment=Adjusts the amount of GI samples per voxel and frame. Low: 1 sample. Medium: 3 samples. High: 7 samples. Ultra: 13 samples.

option.SSR_SCREEN_REACH=Reflection Screen Reach
option.SSR_SCREEN_REACH.comment=How far towards the edge of the frame a screen space reflection keeps its strength. §e[*]§r At 0 - the old behaviour - a reflection at the top or bottom of the screen is down to about a ninth of its strength, which is why reflections there dissolve. At 100 it holds all the way to the edge. §e[*]§r The fade is there for a reason: where the ray walks off the screen there is nothing left to sample, so holding it up trades a fade for a smear along the edge. It also leaves less for the voxel trace, which only runs where this one gave up.
suffix.SSR_SCREEN_REACH=%
option.RT_STEPS=Raytracing Step Count
option.RT_STEPS.comment=Adjusts the maximum amount of steps the raytracing algorithm will do before giving up. Low values can cause raytracing operations to incorrectly return occlusion if large portions of the ray are close to objects.

option.TRANSLUCENT_LIGHT_TINT=Translucent Blocklight Tint
option.TRANSLUCENT_LIGHT_TINT.comment=When enabled, translucents such as stained glass and water can tint block lighting that passes through them. §c[-]§r High performance impact.

option.SDF_UPDATE_INTERVAL=SDF Update Interval
option.SDF_UPDATE_INTERVAL.comment=Controls how many frames are allowed to pass between updates to the same part of the acceleration structure used for raytracing. Lower values cost more performance, but result in more responsive shadows. 1/2 means that updates propagate through the acceleration structure twice per frame.
value.SDF_UPDATE_INTERVAL.0=1/2
option.CAULDRON_BRIGHTNESS_LAVA=Lava Cauldron Brightness
option.BRIGHTNESS_LAVA=Lava Brightness
option.BRIGHTNESS_FIRE=Fire Brightness
option.CAMPFIRE_BRIGHTNESS_FIRE=Campfire Brightness
option.BRIGHTNESS_SOULFIRE=Soul Fire Brightness
option.CAMPFIRE_BRIGHTNESS_SOULFIRE=Soul Campfire Brightness
option.ORE_BRIGHTNESS_IRON=Iron Ore Brightness
option.ORE_BRIGHTNESS_COPPER=Copper Ore Brightness
option.ORE_BRIGHTNESS_GOLD=Gold Ore Brightness
option.ORE_BRIGHTNESS_DIAMOND=Diamond Ore Brightness
option.ORE_BRIGHTNESS_EMERALD=Emerald Ore Brightness
option.BLOCK_BRIGHTNESS_EMERALD=Emerald Block Brightness
option.ORE_BRIGHTNESS_LAPIS=Lapis Ore Brightness
option.BLOCK_BRIGHTNESS_LAPIS=Lapis Block Brightness
option.OREUNLIT_BRIGHTNESS_REDSTONE=Ore Brightness (Unlit)
option.ORELIT_BRIGHTNESS_REDSTONE=Ore Brightness (Lit)
option.BLOCK_BRIGHTNESS_REDSTONE=Block Brightness
option.WIRE0_BRIGHTNESS_REDSTONE=Dust Brightness (Power 1-5)
option.WIRE1_BRIGHTNESS_REDSTONE=Dust Brightness (Power 6-10)
option.WIRE2_BRIGHTNESS_REDSTONE=Dust Brightness (Power 11-14)
option.WIRE3_BRIGHTNESS_REDSTONE=Dust Brightness (Power 15)
option.TORCH_BRIGHTNESS_REDSTONE=Torch Brightness
option.BRIGHTNESS_AMETHYST=Amethyst Cluster Brightness
option.BRIGHTNESS_ICE=Blue Ice Brightness
option.BRIGHTNESS_PUMPKIN=Jack o'Lantern Brightness
option.LOW_BRIGHTNESS_PICKLE=Sea Pickle Brightness (1-2 Pickles)
option.HIGH_BRIGHTNESS_PICKLE=Sea Pickle Brightness (3-4 Pickles)
option.BRIGHTNESS_GLOWSTONE=Glowstone Brightness
option.BRIGHTNESS_SEALANTERN=Sea Lantern Brightness
option.BLOCK_BRIGHTNESS_MAGMA=Magma Block Brightness
option.CUBE_BRIGHTNESS_MAGMA=Magma Cube Brightness
option.BRIGHTNESS_CRYING=Crying Obsidian Brightness
option.BRIGHTNESS_TORCH=Torch Brightness
option.LANTERN_BRIGHTNESS_TORCH=Lantern Brightness
option.BRIGHTNESS_ENDROD=End Rod Brightness
option.BRIGHTNESS_CHORUS=Chorus Flower Brightness
option.BRIGHTNESS_FURNACE=Furnace Brightness
option.BRIGHTNESS_SOULTORCH=Soul Torch Brightness
option.LANTERN_BRIGHTNESS_SOULTORCH=Soul Lantern Brightness
option.BRIGHTNESS_LICHEN=Glow Lichen Brightness
option.BRIGHTNESS_TABLE=Enchanting Table Brightness
option.FRAME_BRIGHTNESS_END=End Portal Frame Brightness (With Eye)
option.PORTAL_BRIGHTNESS_END=End Portal Brightness
option.CHEST_BRIGHTNESS_END=Ender Chest Brightness
option.BRIGHTNESS_DRAGON=Dragon Egg brightness
option.BRIGHTNESS_CANDLE=Candle Brightness
option.CAKE_BRIGHTNESS_CANDLE=Birthday Cake Brightness
option.ANCHOR_BRIGHTNESS_PORTAL=Respawn Anchor Brightness
option.BRIGHTNESS_PORTAL=Nether Portal Brightness
option.BRIGHTNESS_BERRY=Glow Berry Brightness
option.BRIGHTNESS_REDSTONELAMP=Redstone Lamp Brightness
option.BRIGHTNESS_SHROOMLIGHT=Shroomlight Brightness
option.BRIGHTNESS_YELLOWFROG=Ochre Froglight Brightness
option.BRIGHTNESS_GREENFROG=Verdant Froglight Brightness
option.BRIGHTNESS_PINKFROG=Pearlescent Froglight Brightness
option.SENSOR_BRIGHTNESS_SCULK=Sculk Sensor Brightness
option.BRIGHTNESS_SPAWNER=Spawner Brightness
option.BRIGHTNESS_BREWINGSTAND=Brewing Stand Brighness
option.BRIGHTNESS_BEACON=Beacon Brightness
option.BRIGHTNESS_CONDUIT=Conduit Brightness
option.BRIGHTNESS_ENDCRYSTAL=End Crystal Brightness
option.BRIGHTNESS_LIGHTNING=Lightning Bolt Brightness
option.BRIGHTNESS_ITEMFRAME=Glow Itemframe Brightness
option.BRIGHTNESS_BLAZE=Blaze Brightness
option.BRIGHTNESS_SQUID=Glow Squid Brightness
option.BRIGHTNESS_ALLAY=Allay Brightness
option.BRIGHTNESS_TNT=TNT Brightness
option.BRIGHTNESS_CRIMSON=Crimson Stem / Hyphae Brightness
option.BRIGHTNESS_WARPED=Warped Stem / Hyphae Brightness
option.BRIGHTNESS_DEBRIS=Ancient Debris Brightness
option.HEART_BRIGHTNESS_RESIN=Creaking Heart Brightness
option.BLOSSOM_BRIGHTNESS_RESIN=Eyeblossom Brightness

option.CAULDRON_HARDCODED_LAVA_COL=Override Lava Cauldron Color
option.HARDCODED_LAVA_COL=Override Lava Color
option.HARDCODED_FIRE_COL=Override Fire Color
option.CAMPFIRE_HARDCODED_FIRE_COL=Override Campfire Color
option.CAMPFIRE_HARDCODED_SOULFIRE_COL=Override Soul Campfire Color
option.HARDCODED_SOULFIRE_COL=Override Soul Fire Color
option.ORE_HARDCODED_IRON_COL=Override Iron Ore Color
option.ORE_HARDCODED_COPPER_COL=Override Copper Ore Color
option.ORE_HARDCODED_GOLD_COL=Override Gold Ore Color
option.ORE_HARDCODED_DIAMOND_COL=Override Diamond Ore Color
option.ORE_HARDCODED_EMERALD_COL=Override Emerald Ore Color
option.BLOCK_HARDCODED_EMERALD_COL=Override Emerald Block Color
option.ORE_HARDCODED_LAPIS_COL=Override Lapis Ore Color
option.BLOCK_HARDCODED_LAPIS_COL=Override Lapis Block Color
option.ORE_HARDCODED_REDSTONE_COL=Override Ore Color
option.BLOCK_HARDCODED_REDSTONE_COL=Override Block Color
option.WIRE_HARDCODED_REDSTONE_COL=Override Wire Color
option.TORCH_HARDCODED_REDSTONE_COL=Override Torch Color
option.HARDCODED_AMETHYST_COL=Override Amethyst Color
option.HARDCODED_ICE_COL=Override Blue Ice Color
option.HARDCODED_PUMPKIN_COL=Override Jack o'Lantern Color
option.HARDCODED_PICKLE_COL=Override Sea Pickle Color
option.HARDCODED_GLOWSTONE_COL=Override Glowstone Color
option.HARDCODED_SEALANTERN_COL=Override Sea Lantern Color
option.HARDCODED_MAGMA_COL=Override Magma Color
option.HARDCODED_CRYING_COL=Override Crying Obsidian Color
option.HARDCODED_TORCH_COL=Override Torch Color
option.LANTERN_HARDCODED_TORCH_COL=Override Lantern Color
option.HARDCODED_ENDROD_COL=Override End Rod Color
option.HARDCODED_CHORUS_COL=Override Chorus Flower Color
option.HARDCODED_FURNACE_COL=Override Furnace Color
option.HARDCODED_SOULTORCH_COL=Override Soul Torch Color
option.LANTERN_HARDCODED_SOULTORCH_COL=Override Soul Lantern Color
option.HARDCODED_LICHEN_COL=Override Glow Lichen Color
option.HARDCODED_TABLE_COL=Override Enchanting Table Color
option.HARDCODED_END_COL=Override End Portal Frame Color
option.PORTAL_HARDCODED_END_COL=Override End Portal Color
option.CHEST_HARDCODED_END_COL=Override Ender Chest Color
option.HARDCODED_DRAGON_COL=Override Dragon Egg Color
option.HARDCODED_CANDLE_COL=Override Candle Color
option.CAKE_HARDCODED_CANDLE_COL=Override Birthday Cake Color
option.ANCHOR_HARDCODED_PORTAL_COL=Override Respawn Anchor Color
option.HARDCODED_PORTAL_COL=Override Nether Portal Color
option.HARDCODED_BERRY_COL=Override Glow Berry Color
option.HARDCODED_REDSTONELAMP_COL=Override Redstone Lamp Color
option.HARDCODED_SHROOMLIGHT_COL=Override Shroomlight Color
option.HARDCODED_YELLOWFROG_COL=Override Ochre Froglight Color
option.HARDCODED_GREENFROG_COL=Override Verdant Froglight Color
option.HARDCODED_PINKFROG_COL=Override Pearlescent Froglight Color
option.HARDCODED_SCULK_COL=Override Sculk Sensor Color
option.HARDCODED_SPAWNER_COL=Override Spawner Color
option.HARDCODED_BREWINGSTAND_COL=Override Brewing Stand Color
option.HARDCODED_BEACON_COL=Override Beacon Color
option.HARDCODED_CONDUIT_COL=Override Conduit Color
option.HARDCODED_ENDCRYSTAL_COL=Override End Crystal Color
option.HARDCODED_LIGHTNING_COL=Override Ligtning Color
option.HARDCODED_ITEMFRAME_COL=Override Glow Item Frame Color
option.HARDCODED_BLAZE_COL=Override Blaze Color
option.HARDCODED_SQUID_COL=Override Glow Squid Color
option.HARDCODED_ALLAY_COL=Override Allay Color
option.HARDCODED_TNT_COL=Override TNT Color
option.HARDCODED_DEBRIS_COL=Override Ancient Debris Color
option.HEART_HARDCODED_RESIN_COL=Override Creaking Heart Color
option.BLOSSOM_HARDCODED_RESIN_COL=Override Eyeblossom Color

option.LAVA_COL_R=Red
option.LAVA_COL_G=Green
option.LAVA_COL_B=Blue
option.FIRE_COL_R=Red
option.FIRE_COL_G=Green
option.FIRE_COL_B=Blue
option.SOULFIRE_COL_R=Red
option.SOULFIRE_COL_G=Green
option.SOULFIRE_COL_B=Blue
option.IRON_COL_R=Red
option.IRON_COL_G=Green
option.IRON_COL_B=Blue
option.COPPER_COL_R=Red
option.COPPER_COL_G=Green
option.COPPER_COL_B=Blue
option.GOLD_COL_R=Red
option.GOLD_COL_G=Green
option.GOLD_COL_B=Blue
option.DIAMOND_COL_R=Red
option.DIAMOND_COL_G=Green
option.DIAMOND_COL_B=Blue
option.EMERALD_COL_R=Red
option.EMERALD_COL_G=Green
option.EMERALD_COL_B=Blue
option.LAPIS_COL_R=Red
option.LAPIS_COL_G=Green
option.LAPIS_COL_B=Blue
option.REDSTONE_COL_R=Red
option.REDSTONE_COL_G=Green
option.REDSTONE_COL_B=Blue
option.AMETHYST_COL_R=Red
option.AMETHYST_COL_G=Green
option.AMETHYST_COL_B=Blue
option.ICE_COL_R=Red
option.ICE_COL_G=Green
option.ICE_COL_B=Blue
option.PUMPKIN_COL_R=Red
option.PUMPKIN_COL_G=Green
option.PUMPKIN_COL_B=Blue
option.PICKLE_COL_R=Red
option.PICKLE_COL_G=Green
option.PICKLE_COL_B=Blue
option.GLOWSTONE_COL_R=Red
option.GLOWSTONE_COL_G=Green
option.GLOWSTONE_COL_B=Blue
option.SEALANTERN_COL_R=Red
option.SEALANTERN_COL_G=Green
option.SEALANTERN_COL_B=Blue
option.MAGMA_COL_R=Red
option.MAGMA_COL_G=Green
option.MAGMA_COL_B=Blue
option.CRYING_COL_R=Red
option.CRYING_COL_G=Green
option.CRYING_COL_B=Blue
option.TORCH_COL_R=Red
option.TORCH_COL_G=Green
option.TORCH_COL_B=Blue
option.ENDROD_COL_R=Red
option.ENDROD_COL_G=Green
option.ENDROD_COL_B=Blue
option.CHORUS_COL_R=Red
option.CHORUS_COL_G=Green
option.CHORUS_COL_B=Blue
option.FURNACE_COL_R=Red
option.FURNACE_COL_G=Green
option.FURNACE_COL_B=Blue
option.SOULTORCH_COL_R=Red
option.SOULTORCH_COL_G=Green
option.SOULTORCH_COL_B=Blue
option.LICHEN_COL_R=Red
option.LICHEN_COL_G=Green
option.LICHEN_COL_B=Blue
option.TABLE_COL_R=Red
option.TABLE_COL_G=Green
option.TABLE_COL_B=Blue
option.END_COL_R=Red
option.END_COL_G=Green
option.END_COL_B=Blue
option.DRAGON_COL_R=Red
option.DRAGON_COL_G=Green
option.DRAGON_COL_B=Blue
option.CANDLE_COL_R=Red
option.CANDLE_COL_G=Green
option.CANDLE_COL_B=Blue
option.PORTAL_COL_R=Red
option.PORTAL_COL_G=Green
option.PORTAL_COL_B=Blue
option.BERRY_COL_R=Red
option.BERRY_COL_G=Green
option.BERRY_COL_B=Blue
option.REDSTONELAMP_COL_R=Red
option.REDSTONELAMP_COL_G=Green
option.REDSTONELAMP_COL_B=Blue
option.SHROOMLIGHT_COL_R=Red
option.SHROOMLIGHT_COL_G=Green
option.SHROOMLIGHT_COL_B=Blue
option.YELLOWFROG_COL_R=Red
option.YELLOWFROG_COL_G=Green
option.YELLOWFROG_COL_B=Blue
option.GREENFROG_COL_R=Red
option.GREENFROG_COL_G=Green
option.GREENFROG_COL_B=Blue
option.PINKFROG_COL_R=Red
option.PINKFROG_COL_G=Green
option.PINKFROG_COL_B=Blue
option.SCULK_COL_R=Red
option.SCULK_COL_G=Green
option.SCULK_COL_B=Blue
option.SPAWNER_COL_R=Red
option.SPAWNER_COL_G=Green
option.SPAWNER_COL_B=Blue
option.BREWINGSTAND_COL_R=Red
option.BREWINGSTAND_COL_G=Green
option.BREWINGSTAND_COL_B=Blue
option.BEACON_COL_R=Red
option.BEACON_COL_G=Green
option.BEACON_COL_B=Blue
option.CONDUIT_COL_R=Red
option.CONDUIT_COL_G=Green
option.CONDUIT_COL_B=Blue
option.ENDCRYSTAL_COL_R=Red
option.ENDCRYSTAL_COL_G=Green
option.ENDCRYSTAL_COL_B=Blue
option.LIGHTNING_COL_R=Red
option.LIGHTNING_COL_G=Green
option.LIGHTNING_COL_B=Blue
option.ITEMFRAME_COL_R=Red
option.ITEMFRAME_COL_G=Green
option.ITEMFRAME_COL_B=Blue
option.BLAZE_COL_R=Red
option.BLAZE_COL_G=Green
option.BLAZE_COL_B=Blue
option.SQUID_COL_R=Red
option.SQUID_COL_G=Green
option.SQUID_COL_B=Blue
option.ALLAY_COL_R=Red
option.ALLAY_COL_G=Green
option.ALLAY_COL_B=Blue
option.TNT_COL_R=Red
option.TNT_COL_G=Green
option.TNT_COL_B=Blue
option.DEBRIS_COL_R=Red
option.DEBRIS_COL_G=Green
option.DEBRIS_COL_B=Blue
option.RESIN_COL_R=Red
option.RESIN_COL_G=Green
option.RESIN_COL_B=Blue

screen.POST_PROCESSING_SETTINGS=Post Processing
screen.POST_PROCESSING_SETTINGS.comment=Retro CRT/VCR effects and ASCII Mode. §e[*]§r Everything in this tab is applied strictly as an overlay on the finished frame at the very end of the pipeline -- it has zero impact on voxel lighting, shadows, reflections or performance features.
screen.PP_ASCII_SETTINGS=ASCII Mode Settings
screen.PP_ASCII_SETTINGS.comment=Parameters of the ASCII reconstruction (from ASCII Shader V1.2).
option.PP_ASCII_MODE=§bASCII Mode
option.PP_ASCII_MODE.comment=Reconstructs the entire final image from a procedural 8x8 character symbol matrix (ASCII Shader V1.2 glyph table). Configure it in §aASCII Mode Settings§r.
value.PP_ASCII_MODE.0=OFF
value.PP_ASCII_MODE.1=ON
option.PP_ASCII_SCALE=Character Scale
option.PP_ASCII_SCALE.comment=Size of one character cell in screen pixels. Lower = finer text resolution.
option.PP_ASCII_BRIGHTNESS=Font Brightness
option.PP_ASCII_BRIGHTNESS.comment=Brightness of the drawn glyphs, in percent.
option.PP_ASCII_CONTRAST=Contrast Boost
option.PP_ASCII_CONTRAST.comment=Contrast applied to the sampled cell luminance before a glyph is chosen, in percent.
option.PP_ASCII_COLOR_MODE=Color Mode
option.PP_ASCII_COLOR_MODE.comment=Glyph coloring. §e[*]§r Mono White = luminance-shaded white text. §e[*]§r Original Colors = glyphs keep the frame's colors (source OG_COLOR). §e[*]§r Terminal Green / Amber = classic phosphor terminals.
value.PP_ASCII_COLOR_MODE.0=Mono White
value.PP_ASCII_COLOR_MODE.1=Original Colors
value.PP_ASCII_COLOR_MODE.2=Terminal Green
value.PP_ASCII_COLOR_MODE.3=Amber
option.PP_ASCII_EDGE_GLYPHS=Edge Glyphs
option.PP_ASCII_EDGE_GLYPHS.comment=Swaps in directional glyphs (- / | \) along screen-space edges, using the source shader's Sobel-angle table.
value.PP_ASCII_EDGE_GLYPHS.0=OFF
value.PP_ASCII_EDGE_GLYPHS.1=ON
option.PP_ASCII_BACKGROUND=Background Brightness
option.PP_ASCII_BACKGROUND.comment=Brightness of the background plate behind the characters, in percent.
option.PP_CRT_CURVATURE=Screen Curvature
option.PP_CRT_CURVATURE.comment=CRT barrel distortion of the finished frame (CTRVCR).
value.PP_CRT_CURVATURE.0=OFF
value.PP_CRT_CURVATURE.1=ON
option.PP_VHS_ABERRATION=Chromatic Aberration
option.PP_VHS_ABERRATION.comment=VHS-style RGB channel separation with analog blur (CTRVCR).
value.PP_VHS_ABERRATION.0=OFF
value.PP_VHS_ABERRATION.1=ON
option.PP_CRT_SCANLINES=Scanlines
option.PP_CRT_SCANLINES.comment=CRT scanline modulation (CTRVCR).
value.PP_CRT_SCANLINES.0=OFF
value.PP_CRT_SCANLINES.1=ON
option.PP_VHS_NOISE=VHS Noise
option.PP_VHS_NOISE.comment=Analog static noise speckles (CTRVCR).
value.PP_VHS_NOISE.0=OFF
value.PP_VHS_NOISE.1=ON
option.PP_CRT_VIGNETTE=Vignette
option.PP_CRT_VIGNETTE.comment=Darkened tube edges, as light is absorbed at the walls of a CRT monitor (CTRVCR).
value.PP_CRT_VIGNETTE.0=OFF
value.PP_CRT_VIGNETTE.1=ON
option.PP_VHS_TAPE_DISTORTION=Tape Distortion
option.PP_VHS_TAPE_DISTORTION.comment=Rolling VHS tape tear band that periodically sweeps the screen (CTRVCR).
value.PP_VHS_TAPE_DISTORTION.0=OFF
value.PP_VHS_TAPE_DISTORTION.1=ON
option.PP_CRT_BLOOM=Analog Glow
option.PP_CRT_BLOOM.comment=Soft noisy analog bloom around bright areas (CTRVCR).
value.PP_CRT_BLOOM.0=OFF
value.PP_CRT_BLOOM.1=ON
option.PP_VHS_TRACKING=Tracking Lines
option.PP_VHS_TRACKING.comment=Random horizontal tracking-error static lines (CTRVCR).
value.PP_VHS_TRACKING.0=OFF
value.PP_VHS_TRACKING.1=ON
option.PP_RETRO_PIXELATE=Pixelation
option.PP_RETRO_PIXELATE.comment=Snaps the finished frame to chunky low-resolution pixels (CTRVCR).
value.PP_RETRO_PIXELATE.0=OFF
value.PP_RETRO_PIXELATE.1=ON
option.PP_VHS_GRAIN=Film Grain
option.PP_VHS_GRAIN.comment=Per-pixel analog grain flicker (CTRVCR).
value.PP_VHS_GRAIN.0=OFF
value.PP_VHS_GRAIN.1=ON
option.PP_RETRO_COLOR_DEPTH=Retro Color Depth
option.PP_RETRO_COLOR_DEPTH.comment=Quantizes colors to a retro 32-level palette with ordered Bayer dithering (CTRVCR).
value.PP_RETRO_COLOR_DEPTH.0=OFF
value.PP_RETRO_COLOR_DEPTH.1=ON
option.PP_RETRO_MONOCHROME=Monochrome
option.PP_RETRO_MONOCHROME.comment=Full black-and-white broadcast look (CTRVCR).
value.PP_RETRO_MONOCHROME.0=OFF
value.PP_RETRO_MONOCHROME.1=ON

option.PP_BODYCAM=§bBodyCam Mode
option.PP_BODYCAM.comment=Re-photographs the finished frame through a body-camera lens: 4:3 pillarbox, zoom, camera shake, fisheye distortion, chromatic aberration, sharpening, sensor tonemap, grain/scanline artifacts, night vision, vignette and side stripes (Body Camera Shader V1.6.1). Configure it in §aBodyCam Settings§r. §e[*]§r §cIt is highly recommended not to use this effect simultaneously with other post-processing options to avoid severe visual distortion and performance drops.
value.PP_BODYCAM.0=OFF
value.PP_BODYCAM.1=ON
screen.PP_BODYCAM_SETTINGS=BodyCam Settings
screen.PP_BODYCAM_SETTINGS.comment=All post-process parameters of the source Body Camera Shader V1.6.1.
option.PP_BC_FORCE_4_3=Force 4:3 Ratio
option.PP_BC_FORCE_4_3.comment=Pillarboxes the image to the classic 4:3 body-camera frame on wide screens.
value.PP_BC_FORCE_4_3.0=OFF
value.PP_BC_FORCE_4_3.1=ON
option.PP_BC_ZOOM=Zoom
option.PP_BC_DISTORTION=Fisheye Distortion
option.PP_BC_SHAKE=Camera Shake
option.PP_BC_ABERRATION=Chromatic Aberration
option.PP_BC_SHARPNESS=Sharpness
option.PP_BC_DYNAMIC_RANGE=Dynamic Range
option.PP_BC_SATURATION=Saturation
option.PP_BC_BRIGHTNESS=Brightness
option.PP_BC_CONTRAST=Contrast
option.PP_BC_GRAIN=Grain
value.PP_BC_GRAIN.0=OFF
value.PP_BC_GRAIN.1=ON
option.PP_BC_GRAIN_STRENGTH=Grain Strength
option.PP_BC_SCANLINE=Scanline
value.PP_BC_SCANLINE.0=OFF
value.PP_BC_SCANLINE.1=ON
option.PP_BC_SCANLINE_STRENGTH=Scanline Strength
option.PP_BC_SCANLINE_WIDTH=Scanline Width
option.PP_BC_COLOR_DIST=Color Distortion
value.PP_BC_COLOR_DIST.0=OFF
value.PP_BC_COLOR_DIST.1=ON
option.PP_BC_COLOR_DIST_STRENGTH=Color Distortion Strength
option.PP_BC_VIGNETTE=Vignette
value.PP_BC_VIGNETTE.0=OFF
value.PP_BC_VIGNETTE.1=ON
option.PP_BC_VIGNETTE_RADIUS=Vignette Radius
option.PP_BC_VIGNETTE_STRENGTH=Vignette Strength
option.PP_BC_BLACK_STRIPES=Black Stripes
value.PP_BC_BLACK_STRIPES.0=OFF
value.PP_BC_BLACK_STRIPES.1=ON
option.PP_BC_STRIPES_WIDTH=Stripes Width
option.PP_BC_STRIPES_SOFT=Stripes Softness
option.PP_BC_NVG=Night Vision
option.PP_BC_NVG.comment=Night-vision color transform (grayscale times the NVG tint, amplified by the gain).
value.PP_BC_NVG.0=OFF
value.PP_BC_NVG.1=ON
option.PP_BC_NVG_SNEAK=Night Vision On Sneak
option.PP_BC_NVG_SNEAK.comment=Activates the night-vision transform only while sneaking (overrides the always-on toggle).
value.PP_BC_NVG_SNEAK.0=OFF
value.PP_BC_NVG_SNEAK.1=ON
option.PP_BC_NVG_R=NVG Red
option.PP_BC_NVG_G=NVG Green
option.PP_BC_NVG_B=NVG Blue
option.PP_BC_NVG_GAIN=NVG Brightness Gain

option.WATER_DROPLETS=Water Droplets

screen.WATER_DROPLET_SETTINGS=Water On Lens
screen.WATER_DROPLET_SETTINGS.comment=The water left on the camera when you come up out of a river. §e[*]§r Not droplets: a film of uneven thickness that runs down and drains away, which is what you actually get surfacing rather than the beads you get standing in rain. Where the film is thick it magnifies, because that is what a lens of water does.
option.WD_SCALE=Run Width
option.WD_SCALE.comment=How broad the runs are. §e[*]§r Larger is wider and fewer; smaller breaks the film into fine streaks and eventually into something closer to spray.
option.WD_COVERAGE=Wetness
option.WD_COVERAGE.comment=How much of the lens the water covers. §e[*]§r This lowers the level the film has to reach to be visible, so more of the screen stays wet - it does not make the wet parts any thicker.
option.WD_DISTORTION=Refraction
option.WD_DISTORTION.comment=How hard the water bends what is behind it. §e[*]§r The bending follows the slope of the film, so raising this widens the magnified patches as well as deepening them.
option.WD_DURATION=Drying Time
option.WD_DURATION.comment=Roughly how many seconds the lens takes to clear. §e[*]§r The engine's own timer is fixed at five; this reshapes that curve rather than replacing it, so the drying stays smooth at any setting.

option.WATER_DROPLETS.comment=Water droplets cling to the camera the moment you leave water, running down the screen and refracting the image while they dry off over a few seconds, fading out seamlessly. Strictly a resurfacing effect -- nothing is distorted while you are underwater. §e[*]§r ON by default.
option.UNDERWATER_BLUR=Underwater Blur
option.UNDERWATER_BLUR.comment=Blurs the scene while your eyes are underwater to simulate realistic low-visibility underwater optics. The slider sets the blur radius. §e[*]§r OFF by default.
value.UNDERWATER_BLUR.0=OFF

screen.EFFECTS_SETTINGS=Effects
screen.EFFECTS_SETTINGS.comment=Individually configurable camera and environment effects, each with its own dedicated settings page. §e[*]§r Everything in this tab is applied strictly on the finished frame at the very end of the pipeline -- no effect here touches voxel lighting, shadows, reflections or GI. §e[*]§r Every effect is OFF by default; with all of them off the output is unchanged.

screen.EXPOSURE_SPIKE_SETTINGS=Exposure Spike Settings
screen.EXPOSURE_SPIKE_SETTINGS.comment=How the camera reacts to a lightning strike.
option.EXPOSURE_SPIKE=§eExposure Spike
option.EXPOSURE_SPIKE.comment=A lightning strike overwhelms the camera: the frame is thrown bright, tinted toward the selected preset, then eased back as the sensor re-adapts. §e[*]§r Lightning only, detected exactly from the bolt itself. §e[*]§r The old "sudden brightening" channel was removed: it read the block light at your head, so placing a torch set it off. §e[*]§r OFF by default.
value.EXPOSURE_SPIKE.0=OFF
value.EXPOSURE_SPIKE.1=ON
option.EXPOSURE_SPIKE_MODE=Response Mode
option.EXPOSURE_SPIKE_MODE.comment=The shape of the spike. §e[*]§r Dynamic = eased in and out, the natural-looking default. §e[*]§r Instant = full amplitude immediately, then a hard falloff, a harsh cheap-camera response. §e[*]§r Progressive = ramps in and lets go slowly, cinematic.
value.EXPOSURE_SPIKE_MODE.0=Dynamic
value.EXPOSURE_SPIKE_MODE.1=Instant
value.EXPOSURE_SPIKE_MODE.2=Progressive
option.EXPOSURE_RECOVERY_SPEED=Recovery Duration
option.EXPOSURE_RECOVERY_SPEED.comment=How long the camera takes to recover, as a multiplier on the default window. §e[*]§r 0.1 = snaps back almost instantly. §e[*]§r 1.0 = the default. §e[*]§r 3.0 = a long, lingering bloom-out.
option.EXPOSURE_MAX_INTENSITY=Peak Brightness
option.EXPOSURE_MAX_INTENSITY.comment=The exposure gain at the peak of the spike. Higher values blow out the highlights harder. §e[*]§r This is a real exposure multiplier, not a white overlay, so bright areas clip first.
option.EXPOSURE_TINT_PRESET=Colour Preset
option.EXPOSURE_TINT_PRESET.comment=The colour the added light is tinted with. The tint is applied to the ADDED energy only, so correctly exposed parts of the frame are not stained. §e[*]§r Choose §aCustom RGB§r to use the three sliders below.
value.EXPOSURE_TINT_PRESET.0=White (Default)
value.EXPOSURE_TINT_PRESET.1=Desaturated Blue
value.EXPOSURE_TINT_PRESET.2=Sepia
value.EXPOSURE_TINT_PRESET.3=Thermal
value.EXPOSURE_TINT_PRESET.4=Custom RGB
option.EXPOSURE_TINT_R=Custom Tint Red
option.EXPOSURE_TINT_R.comment=Red channel of the custom spike tint. §e[*]§r Only used when Colour Preset is set to §aCustom RGB§r.
option.EXPOSURE_TINT_G=Custom Tint Green
option.EXPOSURE_TINT_G.comment=Green channel of the custom spike tint. §e[*]§r Only used when Colour Preset is set to §aCustom RGB§r.
option.EXPOSURE_TINT_B=Custom Tint Blue
option.EXPOSURE_TINT_B.comment=Blue channel of the custom spike tint. §e[*]§r Only used when Colour Preset is set to §aCustom RGB§r.

screen.SCREEN_RAIN_SETTINGS=Screen Rain & Dirt Settings
screen.SCREEN_RAIN_SETTINGS.comment=Rain drops and grime on the lens.
option.SCREEN_DROPLETS=§eScreen Rain & Dirt
option.SCREEN_DROPLETS.comment=Rain drops cling to the lens, refract the image and slide down the screen, over a static grime layer. §e[*]§r Drops only appear while it is actually raining on you; under a roof or in a cave they stop. §e[*]§r This is separate from §aWater Droplets§r in the Camera menu, which is the leaving-water effect; both can be used together. §e[*]§r OFF by default.
value.SCREEN_DROPLETS.0=OFF
value.SCREEN_DROPLETS.1=ON
option.DROPLET_AMOUNT=Droplet Density
option.DROPLET_AMOUNT.comment=How many drops land on the lens. Higher densities also make each drop smaller.
value.DROPLET_AMOUNT.0=Sparse
value.DROPLET_AMOUNT.1=Medium
value.DROPLET_AMOUNT.2=Heavy
value.DROPLET_AMOUNT.3=Torrential
option.DROPLET_SLIDE_SPEED=Slide Speed
option.DROPLET_SLIDE_SPEED.comment=How fast drops run down the screen, as a multiplier. Each drop keeps its own individual speed so they never move in lockstep.
option.DROPLET_REFRACTION_FORCE=Refraction Force
option.DROPLET_REFRACTION_FORCE.comment=How strongly each drop bends the image behind it. §e[*]§r 0.0 leaves the drops visible but optically flat.
option.SCREEN_DIRT_INTENSITY=Dirt & Spatter
option.SCREEN_DIRT_INTENSITY.comment=Strength of the static grime layer on the glass, strongest toward the edges of the lens. §e[*]§r Unlike the drops, grime is always present; it just darkens and smears when wet.
option.DROPLET_GLARE_STRENGTH=Droplet Glare
option.DROPLET_GLARE_STRENGTH.comment=Specular glint on each drop. Scales with how bright the scene behind the drop is, so drops only sparkle when there is something to sparkle from.
option.DROPLET_LOOK_UP_SENSITIVITY=Look-Up Threshold
option.DROPLET_LOOK_UP_SENSITIVITY.comment=How far up you must look before rain reaches the lens. §e[*]§r Strict = only while looking clearly upward. §e[*]§r Moderate = most viewing angles. §e[*]§r Always Visible = ignores where you are looking.
value.DROPLET_LOOK_UP_SENSITIVITY.0=Strict
value.DROPLET_LOOK_UP_SENSITIVITY.1=Moderate
value.DROPLET_LOOK_UP_SENSITIVITY.2=Always Visible

screen.LENS_FOG_SETTINGS=Lens Fogging Settings
screen.LENS_FOG_SETTINGS.comment=Condensation building up on the lens.
option.LENS_FOGGING=§eLens Fogging
option.LENS_FOGGING.comment=Condensation creeps in from the edges of the lens while you exert yourself and evaporates when you stop, with a real blur underneath the milky film. §e[*]§r Exertion is approximated from how fast you are moving, as there is no engine signal for sprinting. §e[*]§r OFF by default.
value.LENS_FOGGING.0=OFF
value.LENS_FOGGING.1=ON
option.LENS_FOG_RADIUS=Coverage
option.LENS_FOG_RADIUS.comment=How far in from the border the condensation reaches at full strength.
value.LENS_FOG_RADIUS.0=Tight Edges
value.LENS_FOG_RADIUS.1=Medium
value.LENS_FOG_RADIUS.2=Full Lens
option.LENS_FOG_FADE_IN=Fade-In Speed
option.LENS_FOG_FADE_IN.comment=How quickly the fog builds up once you start exerting yourself.
value.LENS_FOG_FADE_IN.0=Slow
value.LENS_FOG_FADE_IN.1=Normal
value.LENS_FOG_FADE_IN.2=Instant
option.LENS_FOG_DISSIPATION=Dissipation Speed
option.LENS_FOG_DISSIPATION.comment=How quickly the fog evaporates once you stop. §e[*]§r Independent of Fade-In Speed; any combination of the two works.
value.LENS_FOG_DISSIPATION.0=Very Slow
value.LENS_FOG_DISSIPATION.1=Slow
value.LENS_FOG_DISSIPATION.2=Normal
value.LENS_FOG_DISSIPATION.3=Fast
option.LENS_FOG_ENVIRONMENTAL=Environmental Response
option.LENS_FOG_ENVIRONMENTAL.comment=Makes altitude and climate drive the effect: cold biomes, rain and thin high-altitude air fog the lens far more readily. §e[*]§r With this OFF the fog depends only on your exertion.
value.LENS_FOG_ENVIRONMENTAL.0=OFF
value.LENS_FOG_ENVIRONMENTAL.1=ON
option.LENS_FOG_BLUR_AMOUNT=Blur Strength
option.LENS_FOG_BLUR_AMOUNT.comment=How much the condensation actually blurs the image underneath it. §e[*]§r Soft Tint skips the blur taps entirely and is the cheapest option.
value.LENS_FOG_BLUR_AMOUNT.0=Soft Tint
value.LENS_FOG_BLUR_AMOUNT.1=Light
value.LENS_FOG_BLUR_AMOUNT.2=Strong
value.LENS_FOG_BLUR_AMOUNT.3=Heavy Gaussian

screen.LIGHT_HALO_SETTINGS=Light Halo & Bloom Settings
screen.LIGHT_HALO_SETTINGS.comment=Halos and lens flares around bright light sources.
option.LIGHT_HALOS=§eLight Halos & Bloom
option.LIGHT_HALOS.comment=Soft radial halos and anamorphic streaks around bright emissive sources, with optional chromatic dispersion in the halo itself. §e[*]§r §cThis is the most expensive effect in this tab§r: Cinematic Large costs up to 36 extra texture taps per pixel. §e[*]§r OFF by default.
value.LIGHT_HALOS.0=OFF
value.LIGHT_HALOS.1=ON
option.HALO_SIZE=Halo Size
option.HALO_SIZE.comment=Radius of the halo, and with it the sample budget. §e[*]§r Small = 10 taps, Medium = 16, Cinematic Large = 24.
value.HALO_SIZE.0=Small
value.HALO_SIZE.1=Medium
value.HALO_SIZE.2=Cinematic Large
option.HALO_BRIGHTNESS_THRESHOLD=Brightness Threshold
option.HALO_BRIGHTNESS_THRESHOLD.comment=How bright a pixel must be before it grows a halo. §e[*]§r Only Extreme Lights = the sun, glowstone, lava. §e[*]§r Torches & Above = the sensible default. §e[*]§r All Emissives = everything that glows at all, including dim embers.
value.HALO_BRIGHTNESS_THRESHOLD.0=Only Extreme Lights
value.HALO_BRIGHTNESS_THRESHOLD.1=Torches & Above
value.HALO_BRIGHTNESS_THRESHOLD.2=All Emissives
option.ANAMORPHIC_STREAKS=Anamorphic Flares
option.ANAMORPHIC_STREAKS.comment=Adds a directional streak through each light source, the classic cine-lens flare. §e[*]§r Anamorphic Blue additionally tints the streak using the three sliders below.
value.ANAMORPHIC_STREAKS.0=OFF
value.ANAMORPHIC_STREAKS.1=Horizontal
value.ANAMORPHIC_STREAKS.2=Vertical
value.ANAMORPHIC_STREAKS.3=Anamorphic Blue
option.HALO_COLOR_DISPERSION=Colour Dispersion
option.HALO_COLOR_DISPERSION.comment=Chromatic aberration inside the halo: red, green and blue are gathered at slightly different radii, so the halo fringes warm-to-cool outward like a real lens.
option.ANAMORPHIC_TINT_R=Flare Tint Red
option.ANAMORPHIC_TINT_R.comment=Red channel of the anamorphic streak tint. §e[*]§r Only used when Anamorphic Flares is set to §aAnamorphic Blue§r.
option.ANAMORPHIC_TINT_G=Flare Tint Green
option.ANAMORPHIC_TINT_G.comment=Green channel of the anamorphic streak tint. §e[*]§r Only used when Anamorphic Flares is set to §aAnamorphic Blue§r.
option.ANAMORPHIC_TINT_B=Flare Tint Blue
option.ANAMORPHIC_TINT_B.comment=Blue channel of the anamorphic streak tint. §e[*]§r Only used when Anamorphic Flares is set to §aAnamorphic Blue§r.

screen.HEAT_WAVE_SETTINGS=Heat Wave Distortion Settings
screen.HEAT_WAVE_SETTINGS.comment=Rising hot air bending the image.
option.HEAT_DISTORTION=§eHeat Wave Distortion
option.HEAT_DISTORTION.comment=Hot air rising off fire, lava and hot blocks bends the image above them, with an optional constant shimmer in hot biomes. §e[*]§r Heat sources are detected in screen space from bright, warm-hued pixels, so a source hidden behind geometry does not shimmer and a strongly orange block can occasionally register. Tighten §aHeat Sources§r to reduce false positives. §e[*]§r OFF by default.
value.HEAT_DISTORTION.0=OFF
value.HEAT_DISTORTION.1=ON
option.HEAT_WAVE_SPEED=Wave Speed
option.HEAT_WAVE_SPEED.comment=How fast the turbulence churns, from a slow shimmer to a rapid haze.
option.HEAT_WAVE_INTENSITY=Distortion Strength
option.HEAT_WAVE_INTENSITY.comment=How far the image is displaced by the hot air.
value.HEAT_WAVE_INTENSITY.0=Subtle
value.HEAT_WAVE_INTENSITY.1=Realistic
value.HEAT_WAVE_INTENSITY.2=Heavy
option.HEAT_BLOCK_SOURCES=Heat Sources
option.HEAT_BLOCK_SOURCES.comment=How permissive the on-screen heat detection is. §e[*]§r Lava Only is the strictest window and the least prone to false positives. §e[*]§r All Hot Blocks also catches magma, campfires and dim embers.
value.HEAT_BLOCK_SOURCES.0=Torches & Fire
value.HEAT_BLOCK_SOURCES.1=Lava Only
value.HEAT_BLOCK_SOURCES.2=All Hot Blocks
option.HEAT_BIOME_HAZE=Biome Haze
option.HEAT_BIOME_HAZE.comment=A constant shimmer across hot biomes, independent of any visible heat source. Builds with distance, so a wall in your face stays sharp.
value.HEAT_BIOME_HAZE.0=OFF
value.HEAT_BIOME_HAZE.1=Desert & Badlands
value.HEAT_BIOME_HAZE.2=Nether Only
value.HEAT_BIOME_HAZE.3=Both
option.HEAT_RISE_HEIGHT=Rise Height
option.HEAT_RISE_HEIGHT.comment=How high above a heat source the distortion still reaches, in blocks. The reach shrinks with distance, so a far-away torch shimmers over fewer pixels.
value.HEAT_RISE_HEIGHT.1=1 Block
value.HEAT_RISE_HEIGHT.2=2 Blocks
value.HEAT_RISE_HEIGHT.3=3 Blocks
value.HEAT_RISE_HEIGHT.4=4 Blocks
value.HEAT_RISE_HEIGHT.5=5 Blocks


screen.LIGHTNING_ATTEN_SETTINGS=Lightning Distance Attenuation
screen.LIGHTNING_ATTEN_SETTINGS.comment=Scales the lightning exposure spike by how far away the strike is. Only affects the lightning channel of the Exposure Spike effect; the explosion channel is self-scaling.
option.LIGHTNING_DISTANCE_ATTENUATION=Distance Attenuation
option.LIGHTNING_DISTANCE_ATTENUATION.comment=Makes the flash depend on the strike distance: a bolt overhead still blinds you, while one near the horizon is only a soft flicker. §e[*]§r The distance is captured at the instant of the strike (the bolt is view-space) and held for the whole fade. §e[*]§r ON by default.
value.LIGHTNING_DISTANCE_ATTENUATION.0=OFF
value.LIGHTNING_DISTANCE_ATTENUATION.1=ON
option.LIGHTNING_MAX_DISTANCE=Max Distance
option.LIGHTNING_MAX_DISTANCE.comment=The distance in blocks at which a strike is dimmed all the way down to the Minimum Flash. Closer strikes are brighter, farther ones are clamped to the minimum.
option.LIGHTNING_MIN_FLASH_MULT=Minimum Flash
option.LIGHTNING_MIN_FLASH_MULT.comment=How much of the flash survives at (and beyond) Max Distance. §e[*]§r 0.0 = a strike on the horizon does nothing. §e[*]§r 1.0 = distance has no effect at all.
option.LIGHTNING_FALLOFF_CURVE=Falloff Curve
option.LIGHTNING_FALLOFF_CURVE.comment=The shape of the dimming between point-blank and Max Distance. §e[*]§r Linear = even. §e[*]§r Exponential = dims quickly up close, then levels off. §e[*]§r Inverse Square = stays bright over a wide near range, then falls off with the square of distance.
value.LIGHTNING_FALLOFF_CURVE.0=Linear
value.LIGHTNING_FALLOFF_CURVE.1=Exponential
value.LIGHTNING_FALLOFF_CURVE.2=Inverse Square (Default)

screen.DROPLET_DYNAMICS_SETTINGS=Droplet Dynamics & Animation
screen.DROPLET_DYNAMICS_SETTINGS.comment=The droplet life-cycle: bigger base size, how fast drops accumulate and grow in, how they evaporate, the resurfacing burst and the shelter check. The look sliders stay on the parent Screen Rain & Dirt page.
option.DROPLET_BASE_SCALE=Base Size
option.DROPLET_BASE_SCALE.comment=A multiplier on every drop's radius. §e[*]§r The 1.15x default makes drops about 15% larger than before; raise it for fat, heavy drops or lower it for a fine mist.
option.DROPLET_SPAWN_TIME=Accumulation Time
option.DROPLET_SPAWN_TIME.comment=How long the lens takes to reach full coverage while you look up into the rain. Drops pop in one after another across this window rather than all at once.
option.DROPLET_GROWTH_DURATION=Growth Duration
option.DROPLET_GROWTH_DURATION.comment=How long each individual drop takes to grow from nothing to full size, on an Ease-Out Expo curve (fast start, gentle finish).
option.DROPLET_DRY_DURATION=Dry Duration
option.DROPLET_DRY_DURATION.comment=How long drops take to evaporate once drying starts, on an Ease-In Expo curve (they shrink slowly at first, then vanish). Drops shrink where they sit -- they do not slide off to disappear. Also controls how fast the resurfacing burst clears.
option.DROPLET_WATER_EXIT_BURST=Water-Exit Burst
option.DROPLET_WATER_EXIT_BURST.comment=Splashes the whole screen with drops the moment you climb out of water, which then evaporate over the Dry Duration. §e[*]§r Independent of the Water Droplets effect in the Camera menu. §e[*]§r ON by default.
value.DROPLET_WATER_EXIT_BURST.0=OFF
value.DROPLET_WATER_EXIT_BURST.1=ON
option.DROPLET_SHELTER_DRYING=Shelter Drying
option.DROPLET_SHELTER_DRYING.comment=Stops new drops and starts drying the lens as soon as you step under a roof or block (no sky above). §e[*]§r With this OFF, drops persist until the rain itself stops. §e[*]§r ON by default.
value.DROPLET_SHELTER_DRYING.0=OFF
value.DROPLET_SHELTER_DRYING.1=ON

screen.MOON_ZOOM_SETTINGS=Space Zoom Moon Settings
screen.MOON_ZOOM_SETTINGS.comment=Samsung-style "Space Zoom" moon: as you zoom in (OptiFine/Zoomify FOV drops) the moon defocuses and cross-fades to an HD photo, snapping into sharp crater relief at full zoom. §e[*]§r §cExperimental§r -- authored without an in-game preview, so disk size/alignment may need tuning. §e[*]§r Strictly zoom-only; normal play is untouched.
value.SAMSUNG_MOON_ZOOM.0=OFF
value.SAMSUNG_MOON_ZOOM.1=ON
option.SAMSUNG_MOON_ZOOM=§eSpace Zoom Moon
option.SAMSUNG_MOON_ZOOM.comment=Swaps the procedural moon for an HD photo texture while you zoom in, with a blur-to-focus transition. §e[*]§r Active only while zoomed (FOV below the Start threshold); at normal FOV it does nothing. §e[*]§r §cExperimental.§r
option.MOON_ZOOM_TRIGGER_FOV=Trigger FOV
option.MOON_ZOOM_TRIGGER_FOV.comment=Zooming past this field-of-view (degrees) launches the focus animation. §e[*]§r Set it just above the FOV your deepest zoom step reaches, so the routine fires there and not at a shallower step. Zooming back out rewinds it.
option.MOON_ZOOM_BLUR_IN_TIME=Blur In Time
option.MOON_ZOOM_BLUR_IN_TIME.comment=Seconds spent going OUT of focus: from the moment the zoom passes the trigger until the blur is at its deepest. §e[*]§r Real time, so the animation plays even though mouse-wheel zoom changes FOV in one instant jump.
option.MOON_ZOOM_BLUR_OUT_TIME=Blur Out Time
option.MOON_ZOOM_BLUR_OUT_TIME.comment=Seconds spent coming back INTO focus: from the deepest blur until the HD moon is fully sharp. §e[*]§r Setting this longer than Blur In gives the classic camera focus pull -- a quick defocus, then a slow confident rack into sharpness.
option.MOON_ZOOM_DISK_SIZE=Moon Disk Size
option.MOON_ZOOM_DISK_SIZE.comment=Angular radius (degrees) of the HD moon disk. Match it to the procedural moon so the HD texture covers it exactly. §e[*]§r ~3.4 lines up with the pack's default moon; larger swallows its rim, smaller lets the rim poke out.
option.MOON_ZOOM_BRIGHTNESS=Moon Brightness
option.MOON_ZOOM_BRIGHTNESS.comment=Brightness multiplier for the HD moon surface. §e[*]§r Raise if the craters look too dim against the dark sky, lower if the disk clips to flat white.
option.MOON_ZOOM_SKY_DARKNESS=Sky Darkening
option.MOON_ZOOM_SKY_DARKNESS.comment=How dark the rest of the night sky (and the pack's procedural moon glow) goes while zoomed, so the HD moon stands alone against deep space. §e[*]§r Lower = darker/emptier; 0 = near-black.
option.MOON_ZOOM_FOCUS_BLUR=Defocus Strength
option.MOON_ZOOM_FOCUS_BLUR.comment=How heavily the moon is thrown out of focus mid-zoom before it snaps sharp. §e[*]§r Higher = a more dramatic blur-then-resolve "focus pull"; the blur peaks halfway through the zoom and reaches zero when fully zoomed.
option.MOON_ZOOM_FLASH=Flash Strength
option.MOON_ZOOM_FLASH.comment=Brightness of the overexposure flash that blows out the moon mid-animation. §e[*]§r The swap from the procedural moon to the HD photo happens inside this blowout, so a stronger flash hides the hand-over more completely. §e[*]§r Confined to the moon disc, and timed as a fixed slice of the routine, so the two timing sliders remain the only speed controls. §e[*]§r 0 = no flash (the transition is visible).
option.MOON_ZOOM_BLOOM=Moon Bloom
option.MOON_ZOOM_BLOOM.comment=Strength of the soft glow radiating from the HD moon into the surrounding sky. §e[*]§r 0 = no halo (moon on flat black); higher = a brighter, cool-tinted bloom.
option.MOON_ZOOM_BLOOM_SIZE=Bloom Radius
option.MOON_ZOOM_BLOOM_SIZE.comment=How far the moon's bloom reaches out, as a multiple of the disk radius. §e[*]§r Larger = a wider, more diffuse halo around the moon.

option.SKY_SATURATION=Sky Saturation
option.SKY_SATURATION.comment=Colour saturation of the sky, applied after its colour balance. §e[*]§r 1.00 = the sky's raw colour. Values above 1 push towards more vivid blues and oranges. §e[*]§r The Color Correction Mode multiplies into this -- Realistic adds a further 1.30x on the gradient, which is what makes it the vivid preset.
option.SKY_GLARE=Sun/Moon Glare
option.SKY_GLARE.comment=Strength of the drawn halo around the sun and moon. §e[*]§r §bThis is the main reason the sky looks washed out near the sun§r - the halo is added as flat white, so lower it if the sky bleaches instead of staying blue. §e[*]§r Works on both Sky Styles as of v1.4.1; it used to be ignored on the default one. §e[*]§r On the physical sky it only tops up that model's own forward-scattering glow. §e[*]§r Rainy weather always uses the full glare.


screen.TONEMAPS_SETTINGS=Tonemaps
screen.TONEMAPS_SETTINGS.comment=Which curve maps the rendered light onto your screen. §e[*]§r Every one of these is a published operator; they differ in how they roll off the highlights and how much colour survives up there.
option.TONEMAP=Tonemap
option.TONEMAP.comment=The curve itself, separated from the look that used to choose it. §e[*]§r Left on §bSet by Color Correction Mode§r it does exactly what the pack always did. Pick anything else and the Color Correction Mode still sets the palette and the grading, but the curve is yours.
value.TONEMAP.-1=§bSet by Color Correction Mode
value.TONEMAP.0=Default – BSL
value.TONEMAP.1=Complementary – Lottes
value.TONEMAP.2=Realistic – AgX
value.TONEMAP.3=Photorealistic
value.TONEMAP.4=Reinhard
value.TONEMAP.5=Reinhard – White Point
value.TONEMAP.6=Filmic – Hejl
value.TONEMAP.7=§6ACES
value.TONEMAP.8=Uncharted 2 – Hable
value.TONEMAP.9=§bPBR Neutral
option.NIGHT_DESATURATION=Night Desaturation
option.NIGHT_DESATURATION.comment=How much colour drains out of the dark parts of the picture. §e[*]§r This is the Purkinje shift: the cells that carry colour stop responding at low light and the ones that take over carry none. It is measured per pixel, so a lit doorway keeps its colour while the field beside it goes pale - and a cave gets the same treatment as midnight.
option.NIGHT_DESAT_POINT=Desaturation Point
option.NIGHT_DESAT_POINT.comment=How dark a pixel has to be before it starts losing colour. §e[*]§r Raise it and the effect climbs into the midtones; lower it and only the genuinely dark parts go pale.
option.AURORA_COLOR=Aurora Colours
option.AURORA_COLOR.comment=Which two colours the curtain runs between, low to high. §e[*]§r Real aurorae are layered that way, so every palette keeps the same shape and only changes the colours - except §dSpectrum§r, which walks the hue along the curtain instead of blending two ends.
value.AURORA_COLOR.0=Default
value.AURORA_COLOR.1=§aOxygen
value.AURORA_COLOR.2=§bDeep Freeze
value.AURORA_COLOR.3=§6Emberlight
value.AURORA_COLOR.4=§dNeon
value.AURORA_COLOR.5=§aAcid
value.AURORA_COLOR.6=§dSpectrum
option.NO_RAIN_ABOVE_CLOUDS=No Rain Above Clouds
option.NO_RAIN_ABOVE_CLOUDS.comment=Stop precipitation once you are above the cloud deck. §e[*]§r The game keeps raining on you at any altitude; this fades it out as you climb through the lower of the two cloud layers, so it holds for both cloud styles. Faded rather than switched, because rain vanishing between one block and the next reads worse than the rain being there.
value.NO_RAIN_ABOVE_CLOUDS.0=OFF
value.NO_RAIN_ABOVE_CLOUDS.1=ON


option.BETTER_THUNDER=§9Better Thunder
option.BETTER_THUNDER.comment=Make a thunderstorm behave like one. §e[*]§r The cloud deck is dragged down so the storm sits over you like a lid, and then every strike lights it from the inside - clouds and ground together, off the same signal, so they cannot fall out of step. Both halves scale with the storm, so ordinary rain is left alone.
value.BETTER_THUNDER.0=OFF
value.BETTER_THUNDER.1=ON
option.BETTER_THUNDER_FLASH=Strike Brightness
option.BETTER_THUNDER_FLASH.comment=How hard each bolt lights the sky and the ground. §e[*]§r The flash decays over about a second, which is roughly how long a real one lingers on the eye.
option.BETTER_THUNDER_DARKEN=Storm Darkness
option.BETTER_THUNDER_DARKEN.comment=How far the cloud deck is dragged down while the storm lasts. §e[*]§r This is what the flashes stand out against - at 0 they light an already bright sky and barely register.
option.NETHER_BIOME_PORTAL=Biome Portal Colour
option.NETHER_BIOME_PORTAL.comment=Let the Nether biome colour the portal. §e[*]§r Crimson red, warped teal, soul valley blue, basalt ash - the wastes keep the violet they already have, so the default Nether is unchanged and the rest read as departures from it. Only the hue moves; the portal keeps its own brightness.
value.NETHER_BIOME_PORTAL.0=OFF
value.NETHER_BIOME_PORTAL.1=ON
option.NETHER_PORTAL_TINT_I=Portal Tint Strength
option.NETHER_PORTAL_TINT_I.comment=How far the portal is pulled towards the biome's colour. §e[*]§r At 100 it takes that hue outright.
option.NETHER_BIOME_LAVA=Biome Lava Colour
option.NETHER_BIOME_LAVA.comment=Let the Nether biome colour the lava. §e[*]§r Held far closer to orange than the portal is to violet, because lava's colour is a temperature rather than a mood - the biome shifts it instead of replacing it. The default strength is low for the same reason.
value.NETHER_BIOME_LAVA.0=OFF
value.NETHER_BIOME_LAVA.1=ON
option.NETHER_LAVA_TINT_I=Lava Tint Strength
option.NETHER_LAVA_TINT_I.comment=How far the lava is pulled towards the biome's colour. §e[*]§r Past about half it stops reading as molten.

option.CC_MODE=Color Correction Mode
option.CC_MODE.comment=Which colour profile the whole scene uses. This is not only a tonemap: it drives the sunlight, moonlight, ambient and block-light multipliers, and tints the sky gradient, horizon haze, fog, clouds and reflections to match. §e[*]§r §bDefault§r is the pack's own look, unchanged. §e[*]§r §bComplementary§r corrects towards stock Complementary Reimagined r5.8.1: its tonemap (Lottes curve with dark-lift, path-to-white and dark desaturation), its slightly cooler noon zenith, dimmer night and less green torchlight. Because this pack is already Complementary-derived, this is a subtle correction rather than a new look. §e[*]§r §bRealistic§r moves the palette to an AgX filmic tonemap, with a cooler and less orange daylight, a near-neutral moon instead of a blue one, and softer block light. Highlights roll off to white instead of clipping. §e[*]§r Every slider in this menu keeps working in all three modes -- the mode only sets the starting point.
value.CC_MODE.0=Default
value.CC_MODE.1=Complementary
value.CC_MODE.2=§bRealistic
value.CC_MODE.3=§6§lPhotorealistic
screen.CC_TEMPERATURE_SETTINGS=Colour Temperature
screen.CC_TEMPERATURE_SETTINGS.comment=Kelvin controls for the sunlight and for the whole frame.
option.CC_SUN_TEMP=Sun Temperature
option.CC_SUN_TEMP.comment=Colour temperature of the DIRECT sun and moon light, in Kelvin. §e[*]§r Below 6500 is warmer (amber, low sun, incandescent), above is cooler (blue, overcast). 6500 is neutral and costs nothing -- the code compiles out entirely. §e[*]§r Sky, ambient and block light are left alone, so this reads as the sun's own colour rather than as a filter over the picture. §e[*]§r Normalised to keep brightness constant: the slider moves hue only, it will not darken the scene.
option.CC_WHITE_BALANCE=White Balance
option.CC_WHITE_BALANCE.comment=Colour temperature of the whole frame, in Kelvin, applied just before the tonemap -- where a camera's white balance sits. §e[*]§r Lower warms the image, higher cools it; 6500 is neutral and compiles out. §e[*]§r Because it runs BEFORE the operator, the tinted highlights roll off with everything else instead of a tint being painted over highlights that are already white. §e[*]§r Also brightness-preserving.
option.CC_SATURATION=Saturation
option.CC_SATURATION.comment=Overall colour intensity, multiplied onto the Color Balance saturation. §e[*]§r Below 1 drains towards grey, above 1 deepens every hue.
option.CC_CONTRAST=Contrast
option.CC_CONTRAST.comment=Pushes darks down and brights up around mid-grey. §e[*]§r This is the simple knob: it drives the two curve sliders in opposite directions. Use those directly if you want to shape one end only.
option.CC_BRIGHTNESS=Brightness
option.CC_BRIGHTNESS.comment=Overall gain on the final image. §e[*]§r Multiplicative, so black stays black and the image does not wash out. To brighten the scene itself rather than the picture, use Exposure under Color Balance.
option.CC_CROSSTALK=Highlight Roll-off
option.CC_CROSSTALK.comment=How strongly bright colours drift towards white, the way film and camera sensors behave. §e[*]§r Higher = saturated highlights bleach out more; 0 = colours stay fully saturated all the way up. §e[*]§r The Realistic mode enables a moderate amount by default.
option.CC_CURVE_LOWER=Shadow Curve
option.CC_CURVE_LOWER.comment=Lifts or crushes the dark end of the image. §e[*]§r Positive lifts shadows (flatter, more detail visible); negative crushes them (deeper blacks).
option.CC_CURVE_UPPER=Highlight Curve
option.CC_CURVE_UPPER.comment=Lifts or lowers the bright end of the image. §e[*]§r Positive pushes highlights brighter; negative pulls them back down.
option.CC_EMITTER_CHROMA=Emitter Saturation
option.CC_EMITTER_CHROMA.comment=Gives light sources their colour back in the §bRealistic§r mode. AgX walks bright colours toward white, which leaves lava and fire looking pale next to the §bComplementary§r mode. §c[!]§r §cOFF by default, and not a clean win.§r The final pass cannot see block ids, only colour and depth, so "this is lava" has to be guessed from brightness and saturation, and a sunlit meadow under a clear sky passes that test too. §e[*]§r 0 = untouched AgX, the normal Realistic grade. §e[*]§r Higher values saturate lava, but also push bright daylight toward neon. §e[*]§r Always check a bright outdoor scene after raising this, not just the lava. §e[*]§r §bRealistic§r mode only.
suffix.CC_EMITTER_CHROMA=%
option.CC_SKY_CHROMA=Sky Saturation Rescue
option.CC_SKY_CHROMA.comment=Gives the sky its blue back in the §bRealistic§r mode. AgX flattens a bright blue sky to white; §bComplementary§r, handed the exact same sky, keeps it - the only difference is the tonemap. This restores the sky's own colour at the brightness AgX chose. §e[*]§r Reaches only pixels with no geometry that are also §ocooler than neutral§r, so terrain, clouds, the sun and moon discs and warm sunset skies are all left exactly as they were. §e[*]§r 0 = untouched AgX sky. §e[*]§r 100 = the sky's full original hue. §e[*]§r §bRealistic§r mode only.
suffix.CC_SKY_CHROMA=%
option.CC_SKY_HORIZON_FADE=Horizon Whitening
option.CC_SKY_HORIZON_FADE.comment=How far the sky loses its colour toward the horizon, the way a real one pales out low down. §e[*]§r Stops the sky holding one flat tint all the way down and meeting the distance haze at a hard line. §e[*]§r Affects the drawn sky only - distance fog takes a different path and does not move with it. §e[*]§r 0 = the old flat tint. §e[*]§r §bRealistic§r already gets this from its Sky Saturation Rescue fading out at the same elevation, so this mostly shapes §bDefault§r and §bComplementary§r.
suffix.CC_SKY_HORIZON_FADE=%
option.TM_CONTRAST=Tonemap Contrast
option.TM_CONTRAST.comment=Contrast of the Lottes curve. §e[*]§r §cOnly used by the "Complementary" Color Correction Mode.§r §e[*]§r Values far from 1.05 also reduce the dark-lift that keeps shadows readable.
option.TM_WHITE_PATH=Path to White
option.TM_WHITE_PATH.comment=How readily very bright areas converge on pure white. §e[*]§r §cOnly used by the "Complementary" Color Correction Mode.§r §e[*]§r Higher = highlights turn white sooner.
option.TM_DARK_DESATURATION=Dark Desaturation
option.TM_DARK_DESATURATION.comment=Drains colour out of the darkest areas, which is how the eye actually behaves in low light. §e[*]§r §cOnly used by the "Complementary" Color Correction Mode.§r §e[*]§r 0 = shadows keep their full colour.
option.CC_SHADOW_R=Shadows Red
option.CC_SHADOW_G=Shadows Green
option.CC_SHADOW_B=Shadows Blue
option.CC_SHADOW_I=Shadows Strength
option.CC_SHADOW_I.comment=How strongly the shadow tint is applied. §e[*]§r 1.00 = as set by the RGB sliders above.
option.CC_MID_R=Midtones Red
option.CC_MID_G=Midtones Green
option.CC_MID_B=Midtones Blue
option.CC_MID_I=Midtones Strength
option.CC_MID_I.comment=How strongly the midtone tint is applied. §e[*]§r 1.00 = as set by the RGB sliders above.
option.CC_HIGH_R=Highlights Red
option.CC_HIGH_G=Highlights Green
option.CC_HIGH_B=Highlights Blue
option.CC_HIGH_I=Highlights Strength
option.CC_HIGH_I.comment=How strongly the highlight tint is applied. §e[*]§r 1.00 = as set by the RGB sliders above.
option.CC_SKY_BLEND=Horizon Reach
option.CC_SKY_BLEND.comment=How far up the sky the horizon tint reaches before the zenith tint takes over. §e[*]§r Below 1 pushes the horizon colour higher up the dome; above 1 keeps it hugging the horizon.
option.CC_HORIZON_R=Horizon Red
option.CC_HORIZON_G=Horizon Green
option.CC_HORIZON_B=Horizon Blue
option.CC_HORIZON_I=Horizon Brightness
option.CC_HORIZON_I.comment=Brightness of the sky near the horizon.
option.CC_ZENITH_R=Zenith Red
option.CC_ZENITH_G=Zenith Green
option.CC_ZENITH_B=Zenith Blue
option.CC_ZENITH_I=Zenith Brightness
option.CC_ZENITH_I.comment=Brightness of the sky straight overhead.
option.SKY_BLUE=Sky Blueness
option.SKY_BLUE.comment=Pushes the sky's colour towards a cleaner azure blue. §e[*]§r Brightness is held constant, so the sky gets bluer rather than darker -- it will not drift towards navy. §e[*]§r Works in every Color Correction Mode and with both Sky Styles. §e[*]§r Fades out as rain sets in, so overcast skies keep the pack's grey weather palette. §e[*]§r 1.00 = untouched.
option.SKY_BLUE_FOG=Fog Blueness
option.SKY_BLUE_FOG.comment=Azure boost applied to the distance haze, kept separate from the sky's. §e[*]§r The sky and the fog on distant terrain come from the same function, so without this a bluer sky silently means bluer fog. §e[*]§r 1.00 = fog is not tinted at all.
option.FOG_SATURATION=Fog Saturation
option.FOG_SATURATION.comment=How much colour the distance haze keeps. §e[*]§r Lower makes it read as neutral atmospheric haze instead of a coloured sheet laid over the landscape. §e[*]§r Affects border fog and atmospheric fog alike.
option.FOG_TINT_R=Fog Tint Red
option.FOG_TINT_G=Fog Tint Green
option.FOG_TINT_B=Fog Tint Blue
option.FOG_TINT_B.comment=Direct colour multiplier on the distance haze, applied after saturation.

screen.OPTIMIZATION_SETTINGS=Optimization
screen.OPTIMIZATION_SETTINGS.comment=Controls for HOW the pack's heaviest inner loops are evaluated, not for what they are asked to draw. §e[*]§r Every setting here ships at its neutral value, and with all of them neutral the rendered frame is bit-for-bit what v1.4 produced -- nothing in this tab is applied unless you turn it on. §e[*]§r The v1.5 optimizations that could be PROVEN exactly output-identical (dead code, duplicated texture fetches, loop-invariant math) are already active everywhere and are deliberately not switchable. What lives here is the tier below that: rewrites that are mathematically equivalent but not guaranteed identical in the last bits of floating point, plus hard caps that trade worst-case work for speed. §e[*]§r These settings are intentionally NOT part of any profile, so switching between Potato and Ultra never changes them.

option.OPT_FAST_DISTANCE_TESTS=Fast Distance Tests
option.OPT_FAST_DISTANCE_TESTS.comment=Compares squared distances instead of calling length() in the reflection march, the lightshaft march and the per-pixel light lookup. §e[*]§r Same decision boundary, one square root cheaper every time it is evaluated -- and these run up to 50 times per pixel. §e[*]§r Only a value sitting within one ulp of the exact threshold could ever fall on the other side, so in practice this is free speed; it is a switch rather than a default purely because "in practice" is not "provably". §e[*]§r Helps most at High and above, where reflections and lightshafts are both on.
value.OPT_FAST_DISTANCE_TESTS.0=OFF
value.OPT_FAST_DISTANCE_TESTS.1=ON

option.OPT_FAST_INTEGER_POW=Fast Integer Powers
option.OPT_FAST_INTEGER_POW.comment=Expands the pack's constant-integer pow() calls -- x^10, x^16, x^20, x^64 -- into chains of plain multiplies. §e[*]§r A GPU evaluates pow(x, n) as exp2(n * log2(x)), two transcendental instructions that also lose precision as x approaches 0. Squaring is both faster and MORE accurate. §e[*]§r "More accurate" still means "different", which is why it is opt-in: expect differences far below one 8-bit colour step. §e[*]§r Touches terrain lighting, the shadow pass and a few material curves, so it helps at every preset.
value.OPT_FAST_INTEGER_POW.0=OFF
value.OPT_FAST_INTEGER_POW.1=ON

option.OPT_VOXEL_TRACE_LIMIT=Voxel Trace Step Limit
option.OPT_VOXEL_TRACE_LIMIT.comment=Iteration cap for the voxel walk that every shadow, light and GI ray performs. §e[*]§r §6Rebased in v1.5.1.§r The v1.5 range was measured against the voxel VOLUME, but what bounds a trace is the RAY: at the default Light Trace Length of 30 a full-length diagonal ray crosses about 45 voxel boundaries, so every old setting sat far above anything reachable and the option could not bind. That is why moving it changed nothing. §e[*]§r The scale is now the ray. §aUnlimited§r and §aVolume Bound§r cannot change a pixel. §e64 steps§r trims only the longest rays; §e48§r starts clipping them; §c32§r and §c20§r bite hard. §e[*]§r A clipped trace reports "nothing hit", so what you see is translucent tinting and voxel shadowing fading out at range -- not geometry vanishing. §e[*]§r Raise Light Trace Length and these caps bite sooner.
value.OPT_VOXEL_TRACE_LIMIT.0=§aUnlimited (Stock)
value.OPT_VOXEL_TRACE_LIMIT.1=§aVolume Bound (Lossless)
value.OPT_VOXEL_TRACE_LIMIT.2=§e64 Steps
value.OPT_VOXEL_TRACE_LIMIT.3=§e48 Steps
value.OPT_VOXEL_TRACE_LIMIT.4=§c32 Steps
value.OPT_VOXEL_TRACE_LIMIT.5=§c20 Steps

option.OPT_SSR_STEPS=Reflection March Steps
option.OPT_SSR_STEPS.comment=How far the screen-space reflection march may step before giving up. §e[*]§r §6Rebased in v1.5.1§r: the march doubles its stride every iteration and leaves the screen well before 30, so the old floor of 12 was nearly inert. It now reaches down to 6. §e[*]§r Lowering it shortens the reach of reflections rather than coarsening them -- thin or distant geometry stops being reflected, while nearby reflections stay sharp. §e[*]§r Pair it with Reflection Refinement Hits, which is where the march actually spends its time. §e[*]§r Only affects presets with Water or Block Reflection Quality at 2 or higher.

option.OPT_FUSE_LIGHTSHAFT_MATRIX=Fuse Lightshaft Matrices
option.OPT_FUSE_LIGHTSHAFT_MATRIX.comment=Builds the world-to-shadow-clip matrix once per pixel instead of applying the shadow projection and shadow modelview separately to every march sample. §e[*]§r Saves one full 4x4 transform per sample, and the march takes up to 50 samples per pixel. §e[*]§r Matrix products do not re-associate exactly in floating point, so shaft sample positions shift by a fraction of a texel -- invisible, but not provably identical, hence the switch. §e[*]§r Does nothing unless Lightshaft Quality is above OFF.
value.OPT_FUSE_LIGHTSHAFT_MATRIX.0=OFF
value.OPT_FUSE_LIGHTSHAFT_MATRIX.1=ON

option.OPT_GI_TRANSLUCENT_TRACE=GI Glass Tinting
option.OPT_GI_TRANSLUCENT_TRACE.comment=Whether bounced light is tinted by stained glass it passes through. §e[*]§r §cThis is the biggest single saving in the tab.§r Every global-illumination sample fires a SECOND full-length voxel trace, on top of the one that finds the surface, purely to look for coloured glass along the way -- thirteen of them per lit voxel per frame at the default sample count. §e[*]§r Turning it OFF removes that entire second trace. §e[*]§r Cost: coloured glass no longer tints the light that bounces THROUGH it. Direct light through glass, and the glass itself, are unaffected. §e[*]§r Does nothing when Global Illumination is off, i.e. below the High profile.
value.OPT_GI_TRANSLUCENT_TRACE.0=§aOFF (faster)
value.OPT_GI_TRANSLUCENT_TRACE.1=§eON (Stock)

option.OPT_GI_RANGE_MULT=GI Bounce Range
option.OPT_GI_RANGE_MULT.comment=Length of a global-illumination bounce ray, as a fraction of Light Trace Length. §e[*]§r Shortening it cuts the sphere-trace steps and the voxel steps together, so GI cost falls close to linearly -- 0.50 is roughly half the GI work. §e[*]§r Cost: distant surfaces stop contributing bounced light, so large open interiors lose some of their fill and read flatter. Small rooms barely change, because nothing was that far away to begin with. §e[*]§r 1.00 is stock and is an exact identity. §e[*]§r Does nothing when Global Illumination is off.

option.OPT_SSR_REFINE_HITS=Reflection Refinement Hits
option.OPT_SSR_REFINE_HITS.comment=How many times the reflection march may overshoot and bisect before it accepts a hit. §e[*]§r 6 is stock. This is where the march actually spends its time -- each refinement is another dependent texture fetch, and dependent fetches cannot be overlapped. §e[*]§r Lowering it makes reflected contact points slightly less precise, which reads as reflections sitting a pixel or two off their true position on sharp edges. §e[*]§r Only affects presets with Water or Block Reflection Quality at 2 or higher.

screen.OPT_GI_SETTINGS=§dGlobal Illumination Cost
screen.OPT_GI_SETTINGS.comment=Controls for the voxel GI pass, which is the most expensive thing the pack does at High and above. §e[*]§r All three are inert when Global Illumination is off.
screen.OPT_VOXEL_SETTINGS=§dVoxel Tracing Cost
screen.OPT_VOXEL_SETTINGS.comment=Controls for the shared distance-field tracer that shadows, block lights and GI all walk. §e[*]§r Changes here are felt in every pass at once, so they are the broadest lever in the tab -- and the easiest to overdo.
screen.OPT_VOLUMETRIC_SETTINGS=§dVolumetric Cost
screen.OPT_VOLUMETRIC_SETTINGS.comment=Sample budget for the lightshaft march. §e[*]§r Inert when Lightshaft Quality is OFF.
screen.OPT_REFLECTION_SETTINGS=§dReflection Cost
screen.OPT_REFLECTION_SETTINGS.comment=Reach and refinement of both reflection systems: the screen-space march and the voxel ray tracer. §e[*]§r Inert when Water and Block Reflection Quality are both below 2.
screen.OPT_EXACT_MATH_SETTINGS=§dExact Math
screen.OPT_EXACT_MATH_SETTINGS.comment=Rewrites that compute the SAME thing a cheaper way. §e[*]§r Nothing here removes detail -- the results differ only in the last bits of floating point, far below one 8-bit colour step. §e[*]§r Gains are small and depend heavily on the driver, so treat these as free-if-they-work rather than as a fix.

option.OPT_GI_DISTANT_THROTTLE=Distant GI Refresh
option.OPT_GI_DISTANT_THROTTLE.comment=How often distant voxels are allowed to re-cast their bounce rays. §e[*]§r §cThe single biggest saving in the tab.§r Everything else makes each GI voxel cheaper; this one removes voxels from the pass entirely. §e[*]§r Geometry within about 32 blocks always refreshes every frame no matter the setting -- only the far field is throttled, and neighbouring voxels are staggered so they do not all update on the same frame. §e[*]§r Cost: §6latency, not brightness.§r A waiting voxel does not fade -- the cache's per-frame decay scales its sample counter alongside its colour and the shader divides one by the other, so it keeps reporting correct-looking light from an older world state. Place a torch across a large room on Aggressive and you will see the bounced light arrive over a few frames rather than instantly. §e[*]§r Does nothing when Global Illumination is off.
value.OPT_GI_DISTANT_THROTTLE.0=§aOFF (Stock)
value.OPT_GI_DISTANT_THROTTLE.1=§aLight
value.OPT_GI_DISTANT_THROTTLE.2=§eMedium
value.OPT_GI_DISTANT_THROTTLE.3=§cAggressive

option.OPT_RAY_SKY_EARLY_OUT=Sky Ray Early-Out
option.OPT_RAY_SKY_EARLY_OUT.comment=Stop a ray the moment it leaves the voxel volume. §e[*]§r A ray aimed at open sky currently keeps stepping along the clamped edge of the distance field until it runs out of budget, spending a 3D texture fetch per step on a result every caller then throws away. Outdoors, a large share of GI rays are exactly this. §e[*]§r Cost: close to none -- the hit was already being discarded. It is a switch rather than a default because "close to none" is not "none". §e[*]§r Helps most in open terrain and least in caves.
value.OPT_RAY_SKY_EARLY_OUT.0=§eOFF (Stock)
value.OPT_RAY_SKY_EARLY_OUT.1=§aON

option.OPT_VOXEL_LOD_BIAS=Voxel Detail Bias
option.OPT_VOXEL_LOD_BIAS.comment=Lowers the ceiling on voxel detail. §e[*]§r §cThis coarsens the NEAR field, not the distance.§r The detail level is already chosen by distance and this caps the top of that ladder, so it only changes anything where the ladder was already high -- the few blocks in front of you. Measured at Voxel Detail 6: 1 coarsens the grid within about 2 blocks, 2 within about 4 blocks, and neither changes a thing at 8 blocks or further. §e[*]§r That is where blocky, low-resolution voxel shadows come from. It does buy real speed -- near-field rays take the most steps -- but you pay for it in the part of the frame you are looking at. §e[*]§r Leave at 0 unless you need the frames more than the shadows.
value.OPT_VOXEL_LOD_BIAS.0=§aOFF (Stock)
value.OPT_VOXEL_LOD_BIAS.1=§e-1 Level
value.OPT_VOXEL_LOD_BIAS.2=§c-2 Levels
value.OPT_VOXEL_LOD_BIAS.3=§4-3 Levels

option.OPT_LIGHT_CULL=Dim Light Culling
option.OPT_LIGHT_CULL.comment=Skips the shadow trace for lights too faint to change the pixel. §e[*]§r For each nearby light the pack spends a full cone trace working out whether it is blocked. This computes the brightest that light could be if nothing blocked it at all, and if even that is below the threshold, skips the trace. §e[*]§r The skipped light also gives its slot back, so the Max Light Sample Count budget goes to lights that actually matter. §e[*]§r Cost: very dim and very distant lights stop contributing. At §cAggressive§r you will notice small lights winking out at range in torch-heavy builds. §e[*]§r Needs Per Pixel Light; does nothing on Low and Potato.
value.OPT_LIGHT_CULL.0=§aOFF (Stock)
value.OPT_LIGHT_CULL.1=§aConservative
value.OPT_LIGHT_CULL.2=§eModerate
value.OPT_LIGHT_CULL.3=§cStrong
value.OPT_LIGHT_CULL.4=§4Aggressive

option.OPT_VL_SAMPLE_PCT=Lightshaft Samples
option.OPT_VL_SAMPLE_PCT.comment=Volumetric sample count, as a percentage of what Lightshaft Quality asks for. §e[*]§r The march costs one shadow-map lookup per sample per pixel, and Lightshaft Quality already sets it as high as 50, so this scales a large fixed cost directly. §e[*]§r Cost: shafts get chunkier and start to band, most visibly where a shaft crosses a dark background. §e[*]§r Turn on Temporal Sample Rotation with it -- that is what makes the low percentages usable. §e[*]§r 100% is stock.

option.OPT_VL_TEMPORAL_ROTATE=Temporal Sample Rotation
option.OPT_VL_TEMPORAL_ROTATE.comment=Moves the volumetric sample positions every frame instead of sampling the same depths each time. §e[*]§r §6It does not give the samples back.§r What it does is convert the banding a reduced count produces into per-frame motion, which the pack's temporal filtering then partly absorbs -- trading a static artefact for a moving one that is easier to hide. §e[*]§r Only worth enabling alongside a reduced Lightshaft Samples percentage. On its own, at 100%, it just adds a little noise for nothing. §e[*]§r Cost: slight shimmer in shafts while the camera is still.
value.OPT_VL_TEMPORAL_ROTATE.0=§eOFF (Stock)
value.OPT_VL_TEMPORAL_ROTATE.1=§aON

option.OPT_RT_REFLECTION_RANGE=Voxel Reflection Range
option.OPT_RT_REFLECTION_RANGE.comment=How far, in blocks, a voxel ray-traced reflection may reach. 50 is stock. §e[*]§r This is the reflection path that fills in what the screen cannot show, and its cost scales with the distance travelled, so halving the range roughly halves it. §e[*]§r Cost: geometry beyond the range stops appearing in reflections and falls back to sky colour. On open water this is easy to spot; in interiors it rarely is. §e[*]§r Needs Voxel RT Reflections.

option.OPT_PRESET=§d§lOptimization Level
option.OPT_PRESET.comment=One control for this entire tab. §e[*]§r §6Start here.§r The colours run the other way round from the rest of the menu on purpose: §cred is no optimization§r and §2green is maximum§r, because in this tab green means fastest. §e[*]§r §cOFF§r is the shipped state -- every setting sits at baseline and the pack renders exactly what v1.4 rendered. It is also the ONLY level at which the fifteen individual controls on the pages below do anything; above OFF the level supplies all fifteen and those are ignored. §e[*]§r §6Light§r removes only work you cannot see: rays aimed at open sky that cannot hit anything, shadow traces for lights too faint to register, reflection reach past the screen edge. Full voxel detail, full GI range, glass still tints bounced light. §e[*]§r §eMedium§r shortens GI reach and thins the lightshafts. Surfaces still look the same; big open interiors lose a little bounced fill. §e[*]§r §aStrong§r is where surfaces change: coloured glass stops tinting GI and the voxel field drops a detail level, so contact shadows soften and fences and panes occlude less accurately. §e[*]§r §2Maximum§r keeps the pack's look but not its fidelity -- distant GI lags visibly, shafts are coarse, reflections are short. §e[*]§r §6This ladder changes nothing outside this tab.§r Shadow distance, voxel volume, GI strength and everything else stay wherever your graphics Profile put them, and switching that Profile never moves this. §e[*]§r Step up one rung at a time and watch the frame counter -- how much each is worth depends entirely on what your GPU is actually waiting on.
value.OPT_PRESET.0=§c§lOFF
value.OPT_PRESET.1=§6Light
value.OPT_PRESET.2=§eMedium
value.OPT_PRESET.3=§aStrong
value.OPT_PRESET.4=§2§lMaximum

option.FOLIAGE_VOXEL_MODE=Foliage Voxel Type
option.FOLIAGE_VOXEL_MODE.comment=Whether voxelized foliage blocks light or filters it. §e[*]§r A grass blade is two thin crossed quads, but voxelization fills its whole cell -- so to the ray tracer a meadow is a solid wall. Rays from the ground hit that wall at point-blank range, which is why grass and the floor under canopies go dark and grainy with Foliage Voxelization on. §e[*]§r §aSolid§r is the stock behaviour and what every version so far has done. §e[*]§r §bTranslucent§r marks foliage with the same flag stained glass uses: rays pass through and pick up a green tint instead of stopping, and foliage stays out of the distance field so nothing terminates against it. Light gets under the canopy again and the grain goes away. §e[*]§r §6Requires Translucent Light Tint§r (Rethinking Voxels settings). With that off, foliage becomes fully transparent to the tracer, which is the same as turning Foliage Voxelization off. §e[*]§r Tune the strength with Foliage Density below.
value.FOLIAGE_VOXEL_MODE.0=§aSolid (Stock)
value.FOLIAGE_VOXEL_MODE.1=§bTranslucent

option.FOLIAGE_VOXEL_DENSITY=Foliage Density
option.FOLIAGE_VOXEL_DENSITY.comment=How strongly a foliage voxel filters the light passing through it, in Translucent mode. §e[*]§r §cLower is denser.§r This is stored as the voxel's alpha, and the tint curve it feeds was written for glass: it is strongest at 0.50 and fades to nothing by 0.95. §e[*]§r 0.80 is the default and gives roughly a quarter of the glass tint per voxel -- noticeable green bounce under trees without the light being walled off. §e[*]§r Drop it towards 0.55 for thick, shady canopies; raise it towards 0.90 if foliage starts looking like coloured glass. §e[*]§r Does nothing in Solid mode.

option.TIME_TRANSITION_CURVE=Transition Curve
option.TIME_TRANSITION_CURVE.comment=The shape of the smooth time glide -- how the sun accelerates and decelerates on its way to the new time. §e[*]§r §a§lIn-Out Sigmoid§r is the default and the smoothest of the set: exponentially soft entry and exit like the pre-v1.5.4 curve, but symmetric and with no derivative break anywhere, so there is no pop at the start and no snap through the middle. §e[*]§r §aLinear§r moves at a constant rate the whole way: mechanical, but exact. §e[*]§r §eEase In§r starts slow and arrives at full speed; §eEase Out§r leaves at once and coasts to a stop. §e[*]§r §bEase In-Out§r is the classic smoothstep, §bIn-Out Smoother§r the same idea with flatter ends, §bIn-Out Sine§r the most even pace. §e[*]§r §6Out Exponential§r reproduces the pre-v1.5.4 feel exactly -- instant start, long soft landing, no ease-in at all. §6In-Out Exponential§r mirrors it, but its acceleration reverses abruptly at the halfway point; Sigmoid is the smooth version of the same idea. §e[*]§r Every curve covers the whole distance in exactly the time set by Time Transition Duration above -- only the pacing differs.
value.TIME_TRANSITION_CURVE.0=§aLinear
value.TIME_TRANSITION_CURVE.1=§eEase In
value.TIME_TRANSITION_CURVE.2=§eEase Out
value.TIME_TRANSITION_CURVE.3=§bEase In-Out
value.TIME_TRANSITION_CURVE.4=§bIn-Out Smoother
value.TIME_TRANSITION_CURVE.5=§6Out Exponential
value.TIME_TRANSITION_CURVE.6=§6In-Out Exponential
value.TIME_TRANSITION_CURVE.7=§bIn-Out Sine
value.TIME_TRANSITION_CURVE.8=§a§lIn-Out Sigmoid

screen.SMOOTH_TIME_SETTINGS=Smooth Time Transition Settings
screen.SMOOTH_TIME_SETTINGS.comment=What the sky does when the world time JUMPS -- a /time set, sleeping through the night, or a time plugin. §e[*]§r Instead of snapping, the sun, sky gradient, scattering, terrain light direction and cloud lighting all glide to the new time together. §e[*]§r The Iris shadow map and the vanilla sun/moon/star sprites are positioned by the engine from real time and still snap; that part is outside the shader's reach.

option.SMOOTH_TIME_TRANSITION=§eSmooth Time Transition
option.SMOOTH_TIME_TRANSITION.comment=Eases the sky across a world-time jump instead of letting it snap. §e[*]§r Affects /time set, sleeping in a bed and time plugins. Normal time passage is untouched. §e[*]§r Duration, pacing curve and how far the effect reaches are on the settings page beside this toggle.
value.SMOOTH_TIME_TRANSITION.0=OFF
value.SMOOTH_TIME_TRANSITION.1=ON

option.SMOOTH_TIME_MODE=Transition Reach
option.SMOOTH_TIME_MODE.comment=How much of the world rides the eased timeline. §e[*]§r §bSky§r glides the whole celestial pipeline: sun vector, sky gradient, atmospheric scattering, terrain light direction and cloud lighting. The water wave clock keeps advancing on steady real time. §e[*]§r §bSky + Water§r additionally puts the water animation clock on the eased timeline, so the waves and the caustics time-lapse along with the sky instead of carrying on at their normal rate through the transition.
value.SMOOTH_TIME_MODE.2=§bSky
value.SMOOTH_TIME_MODE.3=§bSky + Water

option.TIME_TRANSITION_IN=Acceleration Time
option.TIME_TRANSITION_IN.comment=How long the first half of the glide takes, in seconds -- the sky picking up speed as it leaves the old time. §e[*]§r The whole transition lasts Acceleration + Settle, and each half covers half the distance, so setting the two equal gives the symmetric timing the pack used before v1.5.5. §e[*]§r Shorten this and lengthen Settle for a quick departure with a long, soft landing -- that is roughly how the pre-v1.5.4 exponential behaved. §e[*]§r 0.0 makes the first half instantaneous.

option.TIME_TRANSITION_OUT=Settle Time
option.TIME_TRANSITION_OUT.comment=How long the second half of the glide takes, in seconds -- the sky easing to a stop on the new time. §e[*]§r This is the half you notice: a long settle reads as cinematic, a short one as snappy. §e[*]§r Both sliders at 0.0 disables the transition entirely and time snaps like vanilla. §e[*]§r The shape within each half is set by Transition Curve above.

screen.PARTICLES_SETTINGS=Particles
screen.PARTICLES_SETTINGS.comment=Everything to do with particles: smoke, drips, sparks, falling leaves. §e[*]§r Minecraft particles reach neither of the pack's occlusion systems -- Iris never draws them into the shadow map, and voxelisation happens in the shadow pass, long before a single particle is drawn. The two systems here add a third, narrow one that records particles as they are drawn and feeds them back into the lighting one frame later. §e[*]§r §cThis is the most expensive tab in the pack.§r Both systems are OFF by default.

option.PARTICLE_SHADOWS=Particle Shadows
option.PARTICLE_SHADOWS.comment=Lets dark particles block sunlight and moonlight. §e[*]§r Campfire and torch smoke, water dripping from a block with water above it, ash, falling leaves -- each one stamps its own opacity into a small volume around the camera, and every lit surface marches toward the light through it. §e[*]§r The shadow is §bsemi-transparent by construction§r: transmittance is exp(-density x distance), so a thin wisp of smoke barely dims the ground and a thick column bites. Smoke is already drawn at half alpha, so it shades softly without any special case. §e[*]§r Only affects the sun and moon term. Ambient and blocklight are untouched, so smoke never turns into a black blob at night. §e[*]§r §cLimitation:§r only particles the camera can see are recorded. A cloud of smoke just off the edge of the screen casts nothing.
value.PARTICLE_SHADOWS.0=§cOFF
value.PARTICLE_SHADOWS.1=§aON

option.PARTICLE_LIGHT=Particle Lights
option.PARTICLE_LIGHT.comment=Turns bright particles into real light sources. §e[*]§r Firework sparks, lava dripping from a block, redstone, ender and crying obsidian particles -- anything the pack already classifies as emissive becomes a point light that lights the terrain around it. §e[*]§r The light is summed into the blocklight term, so it inherits the pack's blocklight colour handling and tonemapping instead of being pasted on top of the image like a bloom. §e[*]§r §cLimitation:§r particle lights are not traced against the world, so a visible spark can light a surface around a corner from it. Because only particles the camera can see are recorded, a campfire behind a wall still cannot leak light through it.
value.PARTICLE_LIGHT.0=§cOFF
value.PARTICLE_LIGHT.1=§aON

screen.PARTICLE_SHADOW_SETTINGS=§cParticle Shadow Settings
screen.PARTICLE_SHADOW_SETTINGS.comment=Shape, reach and cost of the shadows dark particles cast.
screen.PARTICLE_LIGHT_SETTINGS=§cParticle Light Settings
screen.PARTICLE_LIGHT_SETTINGS.comment=Brightness, reach and cost of the lights bright particles emit.

option.PARTICLE_SHADOW_STRENGTH=Shadow Strength
option.PARTICLE_SHADOW_STRENGTH.comment=Ceiling on how dark a particle shadow may get. §e[*]§r 1.00 allows a dense puff to block the sun completely; lower values keep a floor of light under even the thickest smoke. §e[*]§r This clamps the result -- it does not change how quickly smoke reaches it. That is Shadow Density.
option.PARTICLE_SHADOW_DENSITY=Shadow Density
option.PARTICLE_SHADOW_DENSITY.comment=Optical density of a particle, per block of depth. §e[*]§r The knob that decides how solid smoke looks: transmittance is exp(-density x opacity x distance), so raising it makes a given puff darken the ground faster. §e[*]§r Raise it for heavy, theatrical smoke shadows; lower it for a faint haze.
option.PARTICLE_SHADOW_LENGTH=Shadow Reach
option.PARTICLE_SHADOW_LENGTH.comment=How far toward the light the march looks, in blocks. §e[*]§r Particles further away than this cast nothing onto the surface being lit. §e[*]§r Longer reach costs nothing by itself -- the step count is fixed -- but it does spread the same samples over more distance, so raise Shadow Steps alongside it if bands appear.
option.PARTICLE_SHADOW_STEPS=Shadow Steps
option.PARTICLE_SHADOW_STEPS.comment=Samples taken along the march. §e[*]§r Buys accuracy, not darkness: the result is scaled by the step length, so changing this does not change how dark the shadow is, only how cleanly it is resolved. §e[*]§r §cThe direct cost multiplier of this feature.§r Every lit pixel pays for every step. Lower it first if particle shadows cost too much.
option.PARTICLE_SHADOW_OPACITY=Particle Opacity
option.PARTICLE_SHADOW_OPACITY.comment=Scales the alpha each particle is recorded with. §e[*]§r A global multiplier on how much light every particle blocks, applied before density. Useful to thin out shadows from dense particle effects without touching the curve. §e[*]§r Campfire smoke is already drawn at half alpha by the pack, so it stays translucent relative to solid particles at any setting here.

option.PARTICLE_LIGHT_STRENGTH=Light Strength
option.PARTICLE_LIGHT_STRENGTH.comment=Overall brightness of every particle light. §e[*]§r Straight multiplier on the summed contribution. Start here if particle lights look washed out or overpowering.
option.PARTICLE_LIGHT_RADIUS=Light Radius
option.PARTICLE_LIGHT_RADIUS.comment=How far a single particle light reaches, in blocks. §e[*]§r Falloff is inverse-square with a smooth cutoff at this distance, so a light entering or leaving range fades rather than popping. §e[*]§r Raising it grows the lit area but also the number of lights each pixel has to sum, so it costs performance as well as brightness.
option.PARTICLE_LIGHT_MAX=Max Lights
option.PARTICLE_LIGHT_MAX.comment=Hard cap on how many particle lights one pixel may sum. §e[*]§r §cThe single biggest cost knob in this tab.§r Every lit pixel loops over up to this many lights. §e[*]§r Fireworks and lava can produce hundreds of emissive particles at once; the cap keeps a firework show from costing more than the rest of the frame. Lights past the cap are simply dropped.
option.PARTICLE_LIGHT_THRESHOLD=Brightness Threshold
option.PARTICLE_LIGHT_THRESHOLD.comment=Minimum brightness a particle needs before it is promoted to a light. §e[*]§r Raise it to keep only the genuinely bright particles and spend the light budget on those; lower it to let dim embers glow too. §e[*]§r An effective way to cut cost without lowering Max Lights: fewer particles qualify, so fewer compete for the budget.
option.PARTICLE_LIGHT_DIRECTIONALITY=Directionality
option.PARTICLE_LIGHT_DIRECTIONALITY.comment=How much a surface's facing matters. §e[*]§r 1.00 is a strict point light -- surfaces turned away from the spark stay dark, which reads as physically correct. §e[*]§r 0.00 lights every surface equally, which reads as a soft glow in the air and hides the fact that a particle has no real size. §e[*]§r Mid values are the usual compromise.
option.PARTICLE_LIGHT_EMISSION_SCALE=Emission Scale
option.PARTICLE_LIGHT_EMISSION_SCALE.comment=Converts the pack's internal emission value into a light brightness. §e[*]§r Emission runs from about 1.6 to 5.0 depending on the particle, and this maps that range into the 0-1 the light volume stores. §e[*]§r Raise it to make the difference between a dim ember and a bright spark less pronounced; lower it to keep only the brightest particles from saturating.

option.PARTICLE_SHADOW_RES=Shadow Resolution
option.PARTICLE_SHADOW_RES.comment=How many cells across the particle volume is. §e[*]§r Together with Volume Radius this decides how finely a particle can be resolved: 128 cells over a 32 block radius gives quarter-block cells, the same 128 over 256 blocks gives four-block cells. §e[*]§r §cThis is the VRAM knob.§r Cost is cubic -- 64 costs about 3 MB, 128 about 25 MB, 192 about 85 MB and 256 about 200 MB. On an 8 GB card 256 is only sensible if the voxel volume is not already at Ultra.
option.PARTICLE_VOL_RADIUS=Volume Radius
option.PARTICLE_VOL_RADIUS.comment=How far from the camera particles are recorded, in blocks. §e[*]§r A hard boundary: past it a particle is simply not recorded and casts nothing. It costs no memory, only detail -- widening the radius at a fixed resolution makes every cell coarser. §e[*]§r Raise Shadow Resolution alongside it if small particles start losing their shape.

option.LEAVES_PHYSICS_REACH_Y=Vertical Reach
option.LEAVES_PHYSICS_REACH_Y.comment=How far above or below the player foliage still gets pushed aside, in blocks. §e[*]§r Before v1.5.7 the push was measured horizontally only, so flying at any altitude still parted the grass directly underneath. §e[*]§r Measured from the player's feet, not the camera, so standing on the ground gets the full effect at any setting. Small values keep the reaction to what you are actually walking through.
option.LEAVES_PHYSICS_MOBS=Mobs Push Leaves
option.LEAVES_PHYSICS_MOBS.comment=Lets mobs part the foliage they walk through, not only you. §e[*]§r The existing push is named for entities but measures from the camera and has your own eye height written into it, so nothing except you could ever move a leaf. This asks the voxel volume instead: the shadow pass marks every block a rendered entity passed through, and a leaf checks its own block and the four beside it. §e[*]§r That is five image reads for every leaf vertex, every frame, and again in the shadow pass - which is why it is off by default. Turn it on and watch the frame time before keeping it.
value.LEAVES_PHYSICS_MOBS.0=OFF
value.LEAVES_PHYSICS_MOBS.1=ON
option.LEAVES_PHYSICS_SHADOWS=Displaced Shadows
option.LEAVES_PHYSICS_SHADOWS.comment=Makes the shadow follow the bent foliage instead of staying under its resting position. §e[*]§r Grass and leaves pushed aside by the player, or leaning in the wind, currently cast a shadow from where they would have been. Turning this on displaces them in the shadow pass too. §e[*]§r §cWhy it is off by default:§r the displacement is written straight into the shadow depth buffer, so any frame-to-frame movement in it can read as grid-like noise on the ground. The vertical falloff above makes that much less likely than it used to be, but on heavy foliage with IPBR normal maps it can still show.
value.LEAVES_PHYSICS_SHADOWS.0=§cOFF
value.LEAVES_PHYSICS_SHADOWS.1=§aON

screen.STYLIZED_LIGHT_SETTINGS=§6Stylized Light Settings
screen.STYLIZED_LIGHT_SETTINGS.comment=Shape, edge and reach of every block light's boundary.

option.STYLIZED_LIGHTS=Stylized Lights
option.STYLIZED_LIGHTS.comment=Replaces the round, soft boundary of every block light with a shape you choose. §e[*]§r Torches, lanterns, campfires and every other emitter get a pool of light with a definite outline -- a hexagon, a star, or a circle with a razor edge. §e[*]§r §6This started as a bug.§r The pack's falloff reached zero at the edge of a light's range with an infinite slope, so light ended in a hard circle instead of fading. That is fixed for the normal path; this option brings the look back deliberately, and under control. §e[*]§r Costs nothing extra -- it replaces the falloff, it does not add a pass.
value.STYLIZED_LIGHTS.0=§cOFF
value.STYLIZED_LIGHTS.1=§aON

option.STYLIZED_LIGHT_SHAPE=Shape
option.STYLIZED_LIGHT_SHAPE.comment=The outline the pool of light takes. §e[*]§r §bCircle§r keeps the round boundary and only changes how hard its edge is -- with Softness at 0.00 this is exactly the original artifact. §e[*]§r §bPolygon§r draws a regular shape with the number of sides set below: a hexagon, a triangle, a 32-gon that reads as a crisp circle. §e[*]§r §bStar§r uses the same count as points, with Star Depth setting how far the shape pulls in between them.
value.STYLIZED_LIGHT_SHAPE.0=§bCircle
value.STYLIZED_LIGHT_SHAPE.1=§bPolygon
value.STYLIZED_LIGHT_SHAPE.2=§bStar

option.STYLIZED_LIGHT_SIDES=Sides
option.STYLIZED_LIGHT_SIDES.comment=How many sides the polygon has, or how many points the star has. §e[*]§r 3 is a sharp triangle, 6 reads as a lantern glow, 16 and above is hard to tell from a circle. §e[*]§r Ignored when Shape is Circle.
option.STYLIZED_LIGHT_SOFTNESS=Edge Softness
option.STYLIZED_LIGHT_SOFTNESS.comment=How much of the radius the edge takes to fade out. §e[*]§r §60.00 is a razor§r -- the light stops dead at the boundary, which is the look this whole option was built around. §e[*]§r 1.00 fades across the entire radius, so the shape only shows as a gentle bias rather than an outline. §e[*]§r Around 0.15 keeps a clear outline without aliasing on the rim.
option.STYLIZED_LIGHT_RADIUS=Radius
option.STYLIZED_LIGHT_RADIUS.comment=Multiplier on how far each light reaches. §e[*]§r Scales the range the pack already gives a light by its brightness, so a torch stays dimmer than a lantern. §e[*]§r §cCosts performance above 1.00:§r a longer range means more pixels fall inside more lights, and each of those runs a cone trace.
option.STYLIZED_LIGHT_BRIGHTNESS=Brightness
option.STYLIZED_LIGHT_BRIGHTNESS.comment=Overall intensity of the shaped light. §e[*]§r The shaped falloff drops the pack's square-root edge term, which made lights slightly dimmer through the middle of their range, so 1.00 reads a little brighter than the normal path. Lower it if the scene looks hot.
option.STYLIZED_LIGHT_STAR_DEPTH=Star Depth
option.STYLIZED_LIGHT_STAR_DEPTH.comment=How far a star pulls inward between its points. §e[*]§r 0.00 is indistinguishable from a circle, 0.90 gives long thin spikes. §e[*]§r Only applies when Shape is Star.
option.STYLIZED_LIGHT_ROTATE=Rotation Speed
option.STYLIZED_LIGHT_ROTATE.comment=Spins the shape around each light over time. §e[*]§r 0.00 holds it still, which is what you want for anything meant to look architectural. Small values give a slow drift; large ones are firmly in the arcade end of the spectrum. §e[*]§r Has no effect on a Circle.

option.PARTICLE_LIGHT_BRIGHT=Light Bright Particles
option.PARTICLE_LIGHT_BRIGHT.comment=Also treats any bright particle as a light, not only the ones the pack recognises. §e[*]§r The pack identifies emissive particles by colour signature -- lava by its orange, redstone by its red. Firework sparks are near-white and match none of those, so they were bright on screen but cast no light at all, and were even recorded as shadow casters. §e[*]§r This promotes anything brighter than the threshold below, which catches fireworks and any modded particle the signatures do not know.
value.PARTICLE_LIGHT_BRIGHT.0=§cOFF
value.PARTICLE_LIGHT_BRIGHT.1=§aON
option.PARTICLE_LIGHT_BRIGHT_MIN=Bright Cutoff
option.PARTICLE_LIGHT_BRIGHT_MIN.comment=How bright a particle must be before it counts as a light on its own. §e[*]§r Lower it to catch dimmer sparks; raise it if pale particles like snow or white smoke start glowing when they should not.
option.PARTICLE_LIGHT_BRIGHT_GAIN=Bright Gain
option.PARTICLE_LIGHT_BRIGHT_GAIN.comment=Converts a promoted particle's brightness into an emission value. §e[*]§r The pack's own emission values run from about 1.6 to 5.0, so this scales a 0-1 luminance into the same range. Raise it to make firework sparks light as strongly as lava does.
option.FOLIAGE_VOXEL_DENSITY_THIN=Thin Plant Density
option.FOLIAGE_VOXEL_DENSITY_THIN.comment=How much light cross-shaped plants -- flowers, tall grass, saplings -- absorb and tint when Foliage Voxelization is set to Translucent. §e[*]§r They share a voxel with the whole block they stand in, so whatever they tint is tinted block-wide; this sets how strongly. Leaf blocks, which really do fill their voxel, keep the separate Foliage Density setting. §e[*]§r §c0.00 stops thin plants tinting light at all§r, which is the setting to use if coloured squares under flowers bother you more than the effect is worth.

screen.PP_BC_NVG_SETTINGS=§aAuto Night Vision Settings
screen.PP_BC_NVG_SETTINGS.comment=Switches the goggles on by itself when night falls, and back off at dawn.

option.PP_BC_NVG_AUTO=Auto Night Vision
option.PP_BC_NVG_AUTO.comment=Engages night vision on its own once night has fallen, and drops it again at dawn. §e[*]§r Independent of the manual Night Vision toggle -- either one on is enough, so the manual switch still works as a permanent override. §e[*]§r The post pass has no memory between frames, so the "how long has it been night" clock comes from an engine-side smoothed signal. If your Iris build does not expose world time to custom uniforms, this simply never engages rather than misbehaving.
value.PP_BC_NVG_AUTO.0=§cOFF
value.PP_BC_NVG_AUTO.1=§aON

option.PP_BC_NVG_ON_DELAY=Engage Delay
option.PP_BC_NVG_ON_DELAY.comment=How long after nightfall the goggles come on, in ticks. §e[*]§r 20 ticks is one second. 40 is a beat of hesitation; 600 waits half a minute into the night, which reads as someone deciding rather than a sensor tripping. §e[*]§r 0 switches as soon as the world clock passes into night.
option.PP_BC_NVG_OFF_DELAY=Disengage Delay
option.PP_BC_NVG_OFF_DELAY.comment=How long after dawn the goggles come off, in ticks. §e[*]§r Usually worth setting longer than the engage delay: switching off too eagerly at first light looks twitchy, and there is no cost to staying on a little longer.

option.PP_BC_NVG_TRANSITION=Transition Style
option.PP_BC_NVG_TRANSITION.comment=How the switch itself is presented. §e[*]§r §bCut§r changes instantly with no blend -- honest, but it is a visible jump. §e[*]§r §bCrossfade§r dissolves between the normal image and the goggle image; the smoothest option and the one that hides the switch best. §e[*]§r §bWhite Flash§r blows the screen out and brings it back already in night vision, like a sensor gain step. §e[*]§r §bBlink§r drops to black and back, like a shutter closing. §e[*]§r Both Flash and Blink hide a hard colour cut underneath them, which is what makes them read as seamless.
value.PP_BC_NVG_TRANSITION.0=§bCut
value.PP_BC_NVG_TRANSITION.1=§bCrossfade
value.PP_BC_NVG_TRANSITION.2=§bFlash & Settle
value.PP_BC_NVG_TRANSITION.3=§bBlink

option.PP_BC_NVG_TRANS_CURVE=Transition Curve
option.PP_BC_NVG_TRANS_CURVE.comment=The shape of the switch over time -- the same nine curves Smooth Time Transition offers, selected separately here. §e[*]§r §aIn-Out Sigmoid§r is the default and the smoothest: exponentially soft at both ends with no derivative break anywhere. §e[*]§r §aLinear§r is constant-rate and mechanical. §e[*]§r §6Out Exponential§r starts instantly and coasts to a stop, which suits Flash and Blink.
value.PP_BC_NVG_TRANS_CURVE.0=§aLinear
value.PP_BC_NVG_TRANS_CURVE.1=§eEase In
value.PP_BC_NVG_TRANS_CURVE.2=§eEase Out
value.PP_BC_NVG_TRANS_CURVE.3=§bEase In-Out
value.PP_BC_NVG_TRANS_CURVE.4=§bIn-Out Smoother
value.PP_BC_NVG_TRANS_CURVE.5=§6Out Exponential
value.PP_BC_NVG_TRANS_CURVE.6=§6In-Out Exponential
value.PP_BC_NVG_TRANS_CURVE.7=§bIn-Out Sine
value.PP_BC_NVG_TRANS_CURVE.8=§a§lIn-Out Sigmoid

option.PP_BC_NVG_TRANS_IN=Transition In Time
option.PP_BC_NVG_TRANS_IN.comment=How long the switch to night vision takes, in seconds. §e[*]§r This is the width of the blend around the moment of switching -- it does not change WHEN the switch happens, only how long it takes to complete. §e[*]§r Capped at half the engage delay: a transition cannot be longer than the wait that leads into it.
option.PP_BC_NVG_TRANS_OUT=Transition Out Time
option.PP_BC_NVG_TRANS_OUT.comment=How long the switch back to normal vision takes, in seconds. §e[*]§r Slower than the way in usually reads better -- coming out of night vision at dawn is a fade, not an event.
option.PP_BC_NVG_FLASH_I=Flash Intensity
option.PP_BC_NVG_FLASH_I.comment=How hard the White Flash blows out, or how far the Blink drops to black. §e[*]§r 1.00 reaches pure white or pure black at the peak, fully hiding the switch underneath. Lower values leave the image partly visible through it. §e[*]§r No effect on Cut or Crossfade.


option.CAMERA_MOTION=§eCamera Motion
option.CAMERA_MOTION.comment=Screen shake on impacts, and a camera that leans into what you are doing. §e[*]§r Shake runs on a §btrauma§r model: events add to a value that decays on its own, and the visible motion is proportional to trauma SQUARED -- so a close strike reads as violent and a distant one as a nudge, rather than everything rattling the same way at different volumes. §e[*]§r §cWhat a shader cannot do:§r the frame was rendered from a fixed viewpoint before this pass, so this transforms the finished image rather than moving the camera. There is no parallax -- near and far shift together. At real shake amplitudes that is invisible; at maximum it starts to read as a moving photograph. §e[*]§r Shifting the frame exposes its edges, so Overscan crops in first. §e[*]§r Only thunder shake is on by default. Every other action -- explosions, falling, the strafe, turning and vertical lean, the idle sway -- is opt-in on the two pages below, so switching this system on does not change the picture at all until lightning actually strikes.
value.CAMERA_MOTION.0=OFF
value.CAMERA_MOTION.1=ON

screen.CAMERA_MOTION_SETTINGS=Camera Motion Settings
screen.CAMERA_MOTION_SETTINGS.comment=Shake response, framing, and the two groups below.
screen.SHAKE_EVENT_SETTINGS=§eImpact Settings
screen.SHAKE_EVENT_SETTINGS.comment=How much trauma each kind of event adds.
screen.CAM_LEAN_SETTINGS=§eCamera Lean Settings
screen.CAM_LEAN_SETTINGS.comment=How the camera reacts to movement and to idling.

option.SHAKE_MAX_INTENSITY=Shake Intensity
option.SHAKE_MAX_INTENSITY.comment=Ceiling on all shake. §e[*]§r Scales the response at full trauma; every event is measured against it. §e[*]§r Raising it also raises how far Auto Overscan has to crop, so a very strong shake costs field of view even while nothing is happening.
option.SHAKE_MAX_FREQUENCY=Shake Frequency
option.SHAKE_MAX_FREQUENCY.comment=How fast the shake oscillates. §e[*]§r Built from three waves whose frequency ratios are irrational, so the pattern never repeats inside one shake -- a single sine reads as a wobble, this reads as an impact. §e[*]§r Low values feel like heavy machinery, high values like a sharp crack.

option.SHAKE_THUNDER_TRAUMA=Thunder Trauma
option.SHAKE_THUNDER_TRAUMA.comment=How hard a lightning strike hits. §e[*]§r §aThis one is exact.§r Lightning is a real engine event, and the pack latches the strike distance alongside the flash, so a bolt across the valley genuinely shakes less than one overhead.
option.SHAKE_THUNDER_RANGE=Thunder Range
option.SHAKE_THUNDER_RANGE.comment=Distance in blocks at which a strike stops shaking the camera at all. §e[*]§r Falloff is squared, so most of the effect is concentrated well inside this number. §e[*]§r Shorter values make storms feel local; longer ones make every strike in the region felt.
option.SHAKE_EXPLOSION_TRAUMA=Explosion Trauma
option.SHAKE_EXPLOSION_TRAUMA.comment=How hard a blast hits. §e[*]§r §cThis one is inferred.§r Minecraft gives the shader no explosion event, so it watches for a sudden jump in block light at the eye. TNT, a creeper and a bed in the Nether all trigger it correctly -- and so, occasionally, does stepping out of a dark tunnel into a bright room. Lower it if false hits bother you more than the effect is worth.

option.CAM_STRAFE_ROLL=Strafe Roll
option.CAM_STRAFE_ROLL.comment=Rolls the camera when you move sideways, the way a body leans into a sidestep. §e[*]§r Subtle values sell weight; large ones read as a flight sim.
option.CAM_TURN_ROLL=Turning Roll
option.CAM_TURN_ROLL.comment=Rolls the camera into horizontal turns. §e[*]§r Measured from how far the view actually rotated between frames, so it responds to the mouse rather than to the keys.
option.CAM_VERTICAL_PITCH=Vertical Lean
option.CAM_VERTICAL_PITCH.comment=Shifts the frame with vertical motion -- falling, jumping, an elevator. §e[*]§r Reads as the camera lagging slightly behind the body, which is what makes a fall feel like a fall.
option.CAM_SWAY_INTENSITY=Idle Sway
option.CAM_SWAY_INTENSITY.comment=A slow drift that fades in when you stand still. §e[*]§r Any real movement suppresses it immediately, so it never fights the lean settings. §e[*]§r Small amounts stop a stationary shot from looking frozen; large amounts read as seasickness.
option.CAM_SWAY_FREQUENCY=Sway Speed
option.CAM_SWAY_FREQUENCY.comment=How fast the idle drift moves. §e[*]§r Slow is breathing; fast is unsteady hands.

option.SHAKE_AUTO_OVERSCAN=Auto Overscan
option.SHAKE_AUTO_OVERSCAN.comment=Crops in by exactly enough that the frame edge can never come into view. §e[*]§r Computed from the motion happening RIGHT NOW, not from the worst case your settings allow -- so standing still costs you nothing at all, and the crop tightens only while something is actually shaking the camera. §e[*]§r Bounding the worst case instead would cost about a quarter of the frame permanently at default settings, which is the wrong trade for an effect that is idle most of the time. §e[*]§r Turn it off and set Overscan by hand if you would rather have a fixed framing than a crop that breathes with the shake.
value.SHAKE_AUTO_OVERSCAN.0=§cOFF
value.SHAKE_AUTO_OVERSCAN.1=§aON
option.SHAKE_OVERSCAN=Overscan
option.SHAKE_OVERSCAN.comment=Manual crop. §e[*]§r Used as a floor when Auto Overscan is on -- whichever is larger wins -- and as the only crop when it is off. §e[*]§r 1.00 is no crop at all, which is safe only if nothing ever displaces the frame.

option.SOFT_COLOR_MODE=§bSoft Colour Blending
option.SOFT_COLOR_MODE.comment=An alternative response for block light: richer colour, and overlapping sources that keep their hue instead of piling up into white. §e[*]§r §aShadows, tracing and the voxel structure are untouched.§r This changes only how the light that has already reached a surface is coloured, so you keep this pack's shadows and get a different colour response on top of them. §e[*]§r Applied before tonemapping, which is where most of the difference comes from -- saturation added after a tonemap fights the curve and reads as a filter over the image; added before it, it reads as the light itself being coloured. §e[*]§r Costs nothing measurable: a handful of arithmetic per pixel, no extra samples and no extra passes.
value.SOFT_COLOR_MODE.0=§cOFF
value.SOFT_COLOR_MODE.1=§aON

screen.SOFT_COLOR_SETTINGS=§bSoft Colour Blending Settings
screen.SOFT_COLOR_SETTINGS.comment=How block light is coloured and how overlapping sources combine.

option.SOFT_COLOR_SATURATION=Light Saturation
option.SOFT_COLOR_SATURATION.comment=Chroma of the block light reaching a surface. §e[*]§r Anchored to the luminance, so the room does not get brighter or darker as you turn it -- only more or less coloured. It is not a brightness slider in disguise. §e[*]§r 1.00 leaves the pack's own colours alone. Around 1.35 is where a torch reads as fire rather than as a warm lamp. Past 2.00 it becomes stylised.
option.SOFT_COLOR_ROLLOFF=Overlap Rolloff
option.SOFT_COLOR_ROLLOFF.comment=How gently overlapping sources pile up. §e[*]§r Lights add linearly by default, so two torches and a lantern overshoot past white and the hue is lost exactly where the light is most interesting. This compresses each channel on its own, so the brightest gives way first and the colour survives into the bright core. §e[*]§r Only engages where light is actually strong -- a single distant source is left exactly as it was. §e[*]§r 0.00 is the pack's normal additive behaviour.
option.SOFT_COLOR_BLEED=Colour Bleed
option.SOFT_COLOR_BLEED.comment=How much a surface tints the light it returns with its own colour. §e[*]§r This is real light transport, and it is the main reason a red room reads as a red room rather than as a red lamp in a grey one. §e[*]§r Large values are strictly speaking too much -- a real surface does not return that much of its own colour -- but they read well in a stylised pack. §e[*]§r Note this is a local approximation, not the pack's actual bounce lighting; Global Illumination still does the real thing.
option.SOFT_COLOR_LIFT=Shadow Tint
option.SOFT_COLOR_LIFT.comment=Keeps a trace of the light's colour in deep shadow instead of letting it fall to neutral black. §e[*]§r Tinted toward the block light's own hue, so a torchlit cave keeps a warm floor in its darkest corners. §e[*]§r Small values add depth; large ones flatten contrast and start to look like fog.

option.SHAKE_ENABLE_IMPACTS=Impact Shake
option.SHAKE_ENABLE_IMPACTS.comment=Master switch for event-driven shake -- thunder, explosions and falling. §e[*]§r Turn it off to keep the camera lean and idle sway without anything ever jolting the frame.
value.SHAKE_ENABLE_IMPACTS.0=OFF
value.SHAKE_ENABLE_IMPACTS.1=ON
option.SHAKE_FALL_TRAUMA=Fall Shake
option.SHAKE_FALL_TRAUMA.comment=Shakes the camera while falling, scaling with how fast you are dropping. §e[*]§r §cRead this before turning it up.§r It responds to falling SPEED, not to the impact -- so it builds the whole way down and stops the instant you land. Earlier versions called it "Landing", which was simply wrong. §e[*]§r Detecting a real impact needs the previous frame's velocity, and this pass has no memory between frames, so the honest version of this effect is the one described above. §e[*]§r Off by default. Useful as a falling sensation; useless as a landing thump.
option.CAM_ENABLE_STRAFE=Strafe Roll
option.CAM_ENABLE_STRAFE.comment=Switches the sideways lean on or off. The slider beside it sets how far.
value.CAM_ENABLE_STRAFE.0=OFF
value.CAM_ENABLE_STRAFE.1=ON
option.CAM_ENABLE_TURN=Turning Roll
option.CAM_ENABLE_TURN.comment=Switches the roll into mouse turns on or off. The slider beside it sets how far.
value.CAM_ENABLE_TURN.0=OFF
value.CAM_ENABLE_TURN.1=ON
option.CAM_ENABLE_VERTICAL=Vertical Lean
option.CAM_ENABLE_VERTICAL.comment=Switches the vertical drift on or off. The slider beside it sets how far.
value.CAM_ENABLE_VERTICAL.0=OFF
value.CAM_ENABLE_VERTICAL.1=ON
option.CAM_ENABLE_SWAY=Idle Sway
option.CAM_ENABLE_SWAY.comment=Switches the standing-still drift on or off. The two sliders below set its size and speed.
value.CAM_ENABLE_SWAY.0=OFF
value.CAM_ENABLE_SWAY.1=ON

option.SOFT_COLOR_NEIGHBOUR=Neighbour Colour Bleed
option.SOFT_COLOR_NEIGHBOUR.comment=How much of a nearby block's colour reaches this surface -- a red wall tinting a white floor. §e[*]§r The bounce light already carries that colour; the pack then keeps whichever is brighter, the bounce or the flat ambient, and the flat ambient wins almost everywhere. So the colour was being computed and then thrown away exactly where it would have shown. This puts the bounce's hue back on top of whatever won. §e[*]§r It changes only the COLOUR of the ambient, never its level, so it cannot brighten or wash out a scene. §e[*]§r Weighted by how strong the bounce actually is, so a surface with nothing coloured near it is left exactly as it was. §e[*]§r Needs Global Illumination on -- with GI off there is no bounce to take a colour from.
option.SEASONS=Seasons
option.SEASONS.comment=Tints grass, foliage and leaves through a year that advances with the world day. §e[*]§r §bCycling§r runs the full year; the four named settings hold one season forever. §e[*]§r Driven by the world day number, so everyone on a server sees the same season. §e[*]§r This is a colour pass over foliage, not a terrain generator -- it repaints what is there rather than growing or dropping anything.
value.SEASONS.0=OFF
value.SEASONS.1=§bCycling
value.SEASONS.2=§aSpring
value.SEASONS.3=§eSummer
value.SEASONS.4=§6Autumn
value.SEASONS.5=§fWinter
option.SEASON_LENGTH=Season Length
option.SEASON_LENGTH.comment=How many in-game days one season lasts. §e[*]§r Four of these make a full year, so the default of 28 gives a 112 day cycle. §e[*]§r Only used by §bCycling§r.
option.SEASON_START=Starting Season
option.SEASON_START.comment=Which season day zero of the world falls in. §e[*]§r Only used by §bCycling§r.
value.SEASON_START.0=§aSpring
value.SEASON_START.1=§eSummer
value.SEASON_START.2=§6Autumn
value.SEASON_START.3=§fWinter
option.SEASON_TRANSITION_START=Transition Start
option.SEASON_TRANSITION_START.comment=How late in a season the next one starts bleeding into it. §e[*]§r §bImmediately§r makes the whole season one long crossfade, so the colour is never quite settled. §e[*]§r The later the start, the longer each season holds its own look and the quicker the changeover reads.
value.SEASON_TRANSITION_START.0=§bImmediately
value.SEASON_TRANSITION_START.1=50%
value.SEASON_TRANSITION_START.2=66%
value.SEASON_TRANSITION_START.3=75%
value.SEASON_TRANSITION_START.4=80%
value.SEASON_TRANSITION_START.9=90%
option.SEASON_COLOR_DESATURATION=Season Desaturation
option.SEASON_COLOR_DESATURATION.comment=How much colour autumn and winter drain out of foliage. §e[*]§r Spring and summer are never desaturated, whatever this is set to.
option.SEASON_FLOWERS=Spring Flowers
option.SEASON_FLOWERS.comment=Scatters small flowers across the tops of grass blocks during spring. §e[*]§r Placed procedurally in world space, so the pattern stays put as you move and no texture pack is needed. §e[*]§r They fade in and out with the season rather than appearing on a day boundary.
value.SEASON_FLOWERS.0=OFF
value.SEASON_FLOWERS.1=ON
option.SEASON_SNOW_WORLD=Winter Snow Cover
value.SEASON_SNOW_WORLD.0=OFF
value.SEASON_SNOW_WORLD.1=ON
option.SEASON_SNOW_WORLD.comment=Lays the Snowy World cover over the whole map during winter, and takes it off again as winter ends. §e[*]§r This is the same effect as "Snowy World" under Other, driven by the calendar instead of being switched on for good; if that option is set by hand it wins and the snow stays all year. §e[*]§r Unlike Winter Frost, which only tints foliage, this settles on every upward face that can see the sky.
option.SEASON_SNOW=Winter Frost
option.SEASON_SNOW.comment=Pales out the sky-facing tops of foliage through winter. §e[*]§r This only touches grass and leaves -- it is not real snow cover, and stone, dirt and rooftops are left alone.
value.SEASON_SNOW.0=OFF
value.SEASON_SNOW.1=ON
screen.SEASON_SETTINGS=Seasons
screen.SEASON_SETTINGS.comment=Tints grass, foliage and leaves through a year that advances with the world day, with spring flowers and winter frost on top.
option.SEASON_FLOWER_DENSITY=Flower Coverage
option.SEASON_FLOWER_DENSITY.comment=Scales how thickly spring flowers are scattered. §e[*]§r They gather into patches rather than spreading evenly, so this moves the whole range at once -- dense meadows stay denser than the bare stretches between them.
screen.PERSONAL_SETTINGS=Personal Time / Weather
screen.PERSONAL_SETTINGS.comment=Overrides the time of day and the weather for your own view only. Nothing here is sent anywhere -- the world keeps its real time and weather, and other players see it unchanged.
option.PERSONAL_TIME=Personal Time
option.PERSONAL_TIME.comment=Decides what time of day your sky shows. §e[*]§r §bFixed§r holds one hour forever. §e[*]§r §bOffset§r keeps time running but shifts it, so you can live a few hours ahead of the server. §e[*]§r Sunlight, shadows and the sun and moon in the sky all move together -- the shadow map is turned by the same angle, so nothing drifts apart. §e[*]§r Mob spawning, sleeping and everything else the server decides are untouched.
value.PERSONAL_TIME.0=OFF
value.PERSONAL_TIME.1=§bFixed
value.PERSONAL_TIME.2=§bOffset
option.PERSONAL_TIME_SET=Hour
option.PERSONAL_TIME_SET.comment=The hour on a 24 hour clock. §e[*]§r 6 is sunrise, 12 is noon, 18 is sunset, 0 is midnight. §e[*]§r Under §bOffset§r this is how many hours to run ahead instead, so 23 reads as one hour behind.
option.PERSONAL_WEATHER=Personal Weather
option.PERSONAL_WEATHER.comment=Decides what weather your view shows, whatever the world is doing. §e[*]§r Sky, fog, lighting, puddles and wet surfaces all follow it. §e[*]§r §bClear§r also hides the game's own falling rain. §e[*]§r Honest limit: forcing rain cannot make raindrops fall, because the game draws those and the shader cannot add them -- you get the light, the wet ground and the sky of a storm without the drops.
value.PERSONAL_WEATHER.0=OFF
value.PERSONAL_WEATHER.1=§bClear
value.PERSONAL_WEATHER.2=§bRain
value.PERSONAL_WEATHER.3=§bThunder
option.LIGHTSHAFT_WATER_BIOME=Underwater Shaft Biome Tint
option.LIGHTSHAFT_WATER_BIOME.comment=How far an underwater light shaft is steered towards the biome colour set under Biome Fog. §e[*]§r Above water the biome tint is a plain multiply and that is enough. Underwater it is not: by then the shaft has already been run through the water’s own colour twice, so there is next to no colour left for a multiply to act on, and a blue shaft times a blue tint is still just blue. §e[*]§r This blends towards the biome hue at matched brightness instead, so only the colour moves - the shaft stays exactly as bright as the water made it. At 0 the old multiply is used.
suffix.LIGHTSHAFT_WATER_BIOME=%
option.LIGHTSHAFT_WATER_I=Underwater Multiplier
option.LIGHTSHAFT_WATER_I.comment=Scales the light shafts while your head is underwater. §e[*]§r The day, night and rain multipliers deliberately skip this case, so this is the only one that reaches submerged shafts.
option.LIGHTSHAFT_CAVE_I=Cave Multiplier
option.LIGHTSHAFT_CAVE_I.comment=Scales the light shafts as the sky above you closes up. §e[*]§r Fades in with how much sky the eye can actually see, so it arrives gradually as you head underground instead of snapping on at some depth. §e[*]§r Push it past 100 to make a shaft through a cave opening far heavier than the ones outside.
option.BIOME_ATMOSPHERE=Biome Atmosphere
option.BIOME_ATMOSPHERE.comment=Master switch for per-biome fog and light shaft colouring. §e[*]§r With it off none of the groups below do anything.
option.BIOME_TINT_STRENGTH=Biome Colour Strength
option.BIOME_TINT_STRENGTH.comment=How far the fog and the light shafts are pulled towards the biome's own colour. §e[*]§r The pull is a hue only: the fog keeps the brightness the time of day gave it at every setting, so turning this up colours the air rather than lighting or dimming it. At 0 every biome still brightens or darkens the fog as its own entry says, but none of them changes its colour.
option.BIOME_SKY_TINT=Apply to Sky
option.BIOME_SKY_TINT.comment=Let the biome colour reach the sky as well as the fog. §e[*]§r Off by default, because the sky is the one thing in view that should still look the same from every biome. With it on the sky stays predominantly its own colour and only leans towards the biome - clouds and water reflections follow it.
value.BIOME_SKY_TINT.0=OFF
value.BIOME_SKY_TINT.1=ON
option.BIOME_SKY_STRENGTH=Sky Colour Strength
option.BIOME_SKY_STRENGTH.comment=How far the sky is allowed to lean, when Apply to Sky is on. §e[*]§r Deliberately much lower than the fog's own strength. Past about half the sky starts belonging to the biome rather than to the weather, which is usually not what you want at midday.
value.BIOME_ATMOSPHERE.0=OFF
value.BIOME_ATMOSPHERE.1=ON
screen.VOL_FOG_SETTINGS=Volumetric Fog Sea
screen.VOL_FOG_SETTINGS.comment=A marched layer of cloud that sits at a chosen altitude, thick enough to walk into and climb out of. It picks up the biome tint, so a valley of it takes the colour of the biome it is lying in.
option.VOL_FOG=Volumetric Fog Sea
option.VOL_FOG.comment=Fills a slab of the world with marched cloud. §e[*]§r Unlike the ordinary distance fog this has a top and a bottom, so it reads as a sea you can stand above. §e[*]§r Costs a ray march per pixel -- see Quality Steps before turning it up.
value.VOL_FOG.0=OFF
value.VOL_FOG.1=ON
option.VOL_FOG_ALT=Sea Level
option.VOL_FOG_ALT.comment=The world height the bottom of the layer sits at.
option.VOL_FOG_THICK=Thickness
option.VOL_FOG_THICK.comment=How many blocks tall the layer is. §e[*]§r The layer fades out towards its own top and bottom, so a thin setting reads as ground mist and a thick one as a cloud bank.
option.VOL_FOG_DENSITY=Density
option.VOL_FOG_DENSITY.comment=How solid the cloud is. §e[*]§r Low values leave gaps between banks; high values close it into an unbroken ceiling.
option.VOL_FOG_I=Brightness
option.VOL_FOG_I.comment=Scales how much light the cloud gives back.
option.VOL_FOG_DIST=Range
option.VOL_FOG_DIST.comment=How far the march runs before it gives up. §e[*]§r Longer reaches further across a valley and costs proportionally more.
option.VOL_FOG_STEPS=Quality Steps
option.VOL_FOG_STEPS.comment=Samples taken along each ray. §e[*]§r This is the setting that costs frames. §e[*]§r Low counts are dithered rather than banded, so they read as grain instead of shells around the camera.
option.VOL_FOG_SPEED=Drift Speed
option.VOL_FOG_SPEED.comment=How fast the cloud field slides. 0 holds it still.
screen.LOW_HEALTH_SETTINGS=Low Health
screen.LOW_HEALTH_SETTINGS.comment=What a body does when it is losing: the colour drains out of the world, the edges of vision go red, and the frame tightens on every heartbeat. All of it eases back off as you heal.


option.LOW_HEALTH=§eLow Health
option.LOW_HEALTH.comment=Turns the view red and grey as your health falls, with a pulse that quickens the closer you get, a slap of red when you are hit, and a dark red wash when you go down.
value.LOW_HEALTH.0=OFF
value.LOW_HEALTH.1=ON
option.LOW_HEALTH_START=Starts At
option.LOW_HEALTH_START.comment=The health at which the effect begins to come in, in half hearts. Above this the view is untouched; from here down it builds towards its full strength at zero.
option.LOW_HEALTH_CURVE=Onset Curve
option.LOW_HEALTH_CURVE.comment=The shape of the build-up between the starting health and zero. The same nine curves the Smooth Time Transition uses.
value.LOW_HEALTH_CURVE.0=§aLinear
value.LOW_HEALTH_CURVE.1=§eEase In
value.LOW_HEALTH_CURVE.2=§eEase Out
value.LOW_HEALTH_CURVE.3=§bEase In-Out
value.LOW_HEALTH_CURVE.4=§bIn-Out Smoother
value.LOW_HEALTH_CURVE.5=§6Out Exponential
value.LOW_HEALTH_CURVE.6=§6In-Out Exponential
value.LOW_HEALTH_CURVE.7=§dSine
value.LOW_HEALTH_CURVE.8=§dLogistic
option.LOW_HEALTH_TINT=Red Tint
option.LOW_HEALTH_TINT.comment=How strongly the view turns red. The red arrives at the corners first and only reaches the middle of the screen when you are nearly gone.
option.LOW_HEALTH_DESAT=Colour Drain
option.LOW_HEALTH_DESAT.comment=How much colour is pulled out of the world as your health falls. This one covers the whole frame rather than the edges, and it fades back in as you heal.
option.LOW_HEALTH_VIGNETTE=Edge Reach
option.LOW_HEALTH_VIGNETTE.comment=How far in from the corners the effect spreads. Low values keep it to a thin frame around the edge of vision; high values push it towards the centre.
option.LOW_HEALTH_PULSE=Heartbeat Depth
option.LOW_HEALTH_PULSE.comment=How hard the effect throbs on each beat. At zero it holds steady instead of pulsing.
option.LOW_HEALTH_PULSE_RATE=Heartbeat Rate
option.LOW_HEALTH_PULSE_RATE.comment=Beats per second while the effect is coming in. The beat quickens on its own as your health drops further.
option.LOW_HEALTH_ZOOM=Heartbeat Squeeze
option.LOW_HEALTH_ZOOM.comment=How much the frame closes inwards on each beat. §c[-]§r Costs one extra screen read while the effect is running.
option.LOW_HEALTH_BLUR=Edge Smear
option.LOW_HEALTH_BLUR.comment=How far the edges of the frame smear outward from the middle, doubling what is already there. The same shift is applied to all three colours, so it goes soft rather than splitting into fringes.
option.LOW_HEALTH_DIZZY=Dizziness
option.LOW_HEALTH_DIZZY.comment=A slow nauseous roll of the view, the way the world tips when you are about to go down. The swirl grows towards the edges so the middle of the screen stays readable. §c[-]§r Costs one screen read while it is running.
option.LOW_HEALTH_DIZZY_RATE=Dizziness Speed
option.LOW_HEALTH_DIZZY_RATE.comment=How quickly the roll comes round, in cycles per second. Slow is queasier than fast.
option.LOW_HEALTH_HURT=Damage Flash
option.LOW_HEALTH_HURT.comment=The slap of red when you take a hit, whatever your health is. Its strength follows how much was actually taken -- a scratch only touches the edges, a heavy hit covers the screen.
option.LOW_HEALTH_DEATH_CLOSE=Death Closing
option.LOW_HEALTH_DEATH_CLOSE.comment=How far the red closes in once you are down. At full it leaves only a small window in the middle of the screen, and keeps tightening for as long as you stay dead.
option.LOW_HEALTH_DEATH_BLACK=Death Blackout
option.LOW_HEALTH_DEATH_BLACK.comment=A second ring of darkness, set further out than the red one and tighter, so the red is left as a band between the two rather than a flat wash over everything. It closes further the longer you stay down.
option.LOW_HEALTH_REVIVE_TIME=Recovery Time
option.LOW_HEALTH_REVIVE_TIME.comment=How long the whole death stage takes to let go of the frame after you respawn, in seconds. The glitching thins out, the colour comes back and both rings open up together on this one clock, rather than each ending whenever its own signal happens to run out.
option.LOW_HEALTH_DEATH_GLITCH=Death Glitching
option.LOW_HEALTH_DEATH_GLITCH.comment=Tearing and colour separation in the view behind the death screen. The tears are held for whole frames rather than slid about, so it reads as a signal breaking up.
option.LOW_HEALTH_MOTION=Motion Blur At Low Health
option.LOW_HEALTH_MOTION.comment=How strong the motion blur is pushed at the point of collapse. It is raised towards this figure, never pulled down to it, so a higher Motion Blur Strength of your own survives. The pass is compiled for this on its own, so it works whether or not Motion Blur is switched on in Camera.
option.LOW_HEALTH_DARKEN=Darkening At Low Health
option.LOW_HEALTH_DARKEN.comment=Takes the whole frame down as you go under. Weighted by how bright each pixel already is, so the dark end drops away first and the sky and the sun stay roughly where they were - which is what makes the light start to hurt instead of simply fading with everything else.
suffix.LOW_HEALTH_DARKEN=%
option.LOW_HEALTH_GLARE=Glare At Low Health
option.LOW_HEALTH_GLARE.comment=How much further bright light spills past whatever is emitting it as you go under. Being dazzled is spill, not a hotter sun, so this raises the bloom rather than the light itself. §e[*]§r Needs Bloom on, under Camera.
suffix.LOW_HEALTH_GLARE=%
option.LOW_HEALTH_DEATH=Death Wash
option.LOW_HEALTH_DEATH.comment=How far the view falls to dark red once your health reaches zero.

screen.WATER_PLUNGE_SETTINGS=Water Plunge
screen.WATER_PLUNGE_SETTINGS.comment=The rush of going under: the frame lurches, the water closes in from the edges of vision and a burst of bubbles rides up past you. Fires on entering water, never on leaving it.
option.WATER_PLUNGE=§eWater Plunge
option.WATER_PLUNGE.comment=Plays a short surge the moment your head goes under. §e[*]§r Only on the way in -- surfacing already has its own droplets under Screen Droplets.
value.WATER_PLUNGE.0=OFF
value.WATER_PLUNGE.1=ON
option.WATER_PLUNGE_TIME=Duration
option.WATER_PLUNGE_TIME.comment=How long the surge lasts, in seconds.
option.WATER_PLUNGE_CURVE=Falloff Curve
option.WATER_PLUNGE_CURVE.comment=The shape of the fade -- how sharply the surge lets go. The same nine curves the Smooth Time Transition uses.
value.WATER_PLUNGE_CURVE.0=§aLinear
value.WATER_PLUNGE_CURVE.1=§eEase In
value.WATER_PLUNGE_CURVE.2=§eEase Out
value.WATER_PLUNGE_CURVE.3=§bEase In-Out
value.WATER_PLUNGE_CURVE.4=§bIn-Out Smoother
value.WATER_PLUNGE_CURVE.5=§6Out Exponential
value.WATER_PLUNGE_CURVE.6=§6In-Out Exponential
value.WATER_PLUNGE_CURVE.7=§bIn-Out Sine
value.WATER_PLUNGE_CURVE.8=§a§lIn-Out Sigmoid
option.WATER_PLUNGE_VEIL=Closing Veil
option.WATER_PLUNGE_VEIL.comment=How strongly the water darkens in from the corners. Set to 0 to keep only the motion.
option.WATER_PLUNGE_DISTORT=Lurch
option.WATER_PLUNGE_DISTORT.comment=How much the image is pulled and chopped as the surface closes over you.
option.WATER_PLUNGE_BUBBLES=Bubbles
option.WATER_PLUNGE_BUBBLES.comment=How many bubbles are dragged down with you and rise back past the camera.
screen.BIOMECAT_FORESTS=Forests
screen.BIOMECAT_FORESTS.comment=Fog and light shaft colouring for forests biomes.
screen.BIOMECAT_CONIFER=Taiga / Conifer
screen.BIOMECAT_CONIFER.comment=Fog and light shaft colouring for taiga / conifer biomes.
screen.BIOMECAT_JUNGLES=Jungles
screen.BIOMECAT_JUNGLES.comment=Fog and light shaft colouring for jungles biomes.
screen.BIOMECAT_PLAINS=Plains / Meadows
screen.BIOMECAT_PLAINS.comment=Fog and light shaft colouring for plains / meadows biomes.
screen.BIOMECAT_WETLANDS=Wetlands
screen.BIOMECAT_WETLANDS.comment=Fog and light shaft colouring for wetlands biomes.
screen.BIOMECAT_DRYLANDS=Deserts / Badlands
screen.BIOMECAT_DRYLANDS.comment=Fog and light shaft colouring for deserts / badlands biomes.
screen.BIOMECAT_FROZEN=Snowy / Icy
screen.BIOMECAT_FROZEN.comment=Fog and light shaft colouring for snowy / icy biomes.
screen.BIOMECAT_HIGHLANDS=Mountains / Shores
screen.BIOMECAT_HIGHLANDS.comment=Fog and light shaft colouring for mountains / shores biomes.
screen.BIOMECAT_OCEANS=Oceans
screen.BIOMECAT_OCEANS.comment=Fog and light shaft colouring for oceans biomes.
screen.BIOMECAT_UNDERGROUND=Caves
screen.BIOMECAT_UNDERGROUND.comment=Fog and light shaft colouring for caves biomes.
screen.BIOMECAT_NETHER=Nether
screen.BIOMECAT_NETHER.comment=Fog and light shaft colouring for nether biomes.
screen.BIOMECAT_ENDLANDS=End
screen.BIOMECAT_ENDLANDS.comment=Fog and light shaft colouring for end biomes.
screen.BIOME_FOREST_SETTINGS=Forest
screen.BIOME_FOREST_SETTINGS.comment=Fog and light shaft colouring in Forest.
option.BIOME_FOREST_I=Shaft Strength
option.BIOME_FOREST_I.comment=Scales the light shafts in Forest. 100 leaves them as they are.
option.BIOME_FOREST_R=Tint Red
option.BIOME_FOREST_G=Tint Green
option.BIOME_FOREST_B=Tint Blue
screen.BIOME_FLOWERFOREST_SETTINGS=Flower Forest
screen.BIOME_FLOWERFOREST_SETTINGS.comment=Fog and light shaft colouring in Flower Forest.
option.BIOME_FLOWERFOREST_I=Shaft Strength
option.BIOME_FLOWERFOREST_I.comment=Scales the light shafts in Flower Forest. 100 leaves them as they are.
option.BIOME_FLOWERFOREST_R=Tint Red
option.BIOME_FLOWERFOREST_G=Tint Green
option.BIOME_FLOWERFOREST_B=Tint Blue
screen.BIOME_BIRCH_SETTINGS=Birch Forest
screen.BIOME_BIRCH_SETTINGS.comment=Fog and light shaft colouring in Birch Forest.
option.BIOME_BIRCH_I=Shaft Strength
option.BIOME_BIRCH_I.comment=Scales the light shafts in Birch Forest. 100 leaves them as they are.
option.BIOME_BIRCH_R=Tint Red
option.BIOME_BIRCH_G=Tint Green
option.BIOME_BIRCH_B=Tint Blue
screen.BIOME_OLDBIRCH_SETTINGS=Old Growth Birch
screen.BIOME_OLDBIRCH_SETTINGS.comment=Fog and light shaft colouring in Old Growth Birch.
option.BIOME_OLDBIRCH_I=Shaft Strength
option.BIOME_OLDBIRCH_I.comment=Scales the light shafts in Old Growth Birch. 100 leaves them as they are.
option.BIOME_OLDBIRCH_R=Tint Red
option.BIOME_OLDBIRCH_G=Tint Green
option.BIOME_OLDBIRCH_B=Tint Blue
screen.BIOME_DARKFOR_SETTINGS=Dark Forest
screen.BIOME_DARKFOR_SETTINGS.comment=Fog and light shaft colouring in Dark Forest.
option.BIOME_DARKFOR_I=Shaft Strength
option.BIOME_DARKFOR_I.comment=Scales the light shafts in Dark Forest. 100 leaves them as they are.
option.BIOME_DARKFOR_R=Tint Red
option.BIOME_DARKFOR_G=Tint Green
option.BIOME_DARKFOR_B=Tint Blue
screen.BIOME_PALE_SETTINGS=Pale Garden
screen.BIOME_PALE_SETTINGS.comment=Fog and light shaft colouring in Pale Garden.
option.BIOME_PALE_I=Shaft Strength
option.BIOME_PALE_I.comment=Scales the light shafts in Pale Garden. 100 leaves them as they are.
option.BIOME_PALE_R=Tint Red
option.BIOME_PALE_G=Tint Green
option.BIOME_PALE_B=Tint Blue
screen.BIOME_WINDFOREST_SETTINGS=Windswept Forest
screen.BIOME_WINDFOREST_SETTINGS.comment=Fog and light shaft colouring in Windswept Forest.
option.BIOME_WINDFOREST_I=Shaft Strength
option.BIOME_WINDFOREST_I.comment=Scales the light shafts in Windswept Forest. 100 leaves them as they are.
option.BIOME_WINDFOREST_R=Tint Red
option.BIOME_WINDFOREST_G=Tint Green
option.BIOME_WINDFOREST_B=Tint Blue
screen.BIOME_TAIGA_SETTINGS=Taiga
screen.BIOME_TAIGA_SETTINGS.comment=Fog and light shaft colouring in Taiga.
option.BIOME_TAIGA_I=Shaft Strength
option.BIOME_TAIGA_I.comment=Scales the light shafts in Taiga. 100 leaves them as they are.
option.BIOME_TAIGA_R=Tint Red
option.BIOME_TAIGA_G=Tint Green
option.BIOME_TAIGA_B=Tint Blue
screen.BIOME_SNOWTAIGA_SETTINGS=Snowy Taiga
screen.BIOME_SNOWTAIGA_SETTINGS.comment=Fog and light shaft colouring in Snowy Taiga.
option.BIOME_SNOWTAIGA_I=Shaft Strength
option.BIOME_SNOWTAIGA_I.comment=Scales the light shafts in Snowy Taiga. 100 leaves them as they are.
option.BIOME_SNOWTAIGA_R=Tint Red
option.BIOME_SNOWTAIGA_G=Tint Green
option.BIOME_SNOWTAIGA_B=Tint Blue
screen.BIOME_PINETAIGA_SETTINGS=Old Growth Pine
screen.BIOME_PINETAIGA_SETTINGS.comment=Fog and light shaft colouring in Old Growth Pine.
option.BIOME_PINETAIGA_I=Shaft Strength
option.BIOME_PINETAIGA_I.comment=Scales the light shafts in Old Growth Pine. 100 leaves them as they are.
option.BIOME_PINETAIGA_R=Tint Red
option.BIOME_PINETAIGA_G=Tint Green
option.BIOME_PINETAIGA_B=Tint Blue
screen.BIOME_SPRUCETAIGA_SETTINGS=Old Growth Spruce
screen.BIOME_SPRUCETAIGA_SETTINGS.comment=Fog and light shaft colouring in Old Growth Spruce.
option.BIOME_SPRUCETAIGA_I=Shaft Strength
option.BIOME_SPRUCETAIGA_I.comment=Scales the light shafts in Old Growth Spruce. 100 leaves them as they are.
option.BIOME_SPRUCETAIGA_R=Tint Red
option.BIOME_SPRUCETAIGA_G=Tint Green
option.BIOME_SPRUCETAIGA_B=Tint Blue
screen.BIOME_GROVE_SETTINGS=Grove
screen.BIOME_GROVE_SETTINGS.comment=Fog and light shaft colouring in Grove.
option.BIOME_GROVE_I=Shaft Strength
option.BIOME_GROVE_I.comment=Scales the light shafts in Grove. 100 leaves them as they are.
option.BIOME_GROVE_R=Tint Red
option.BIOME_GROVE_G=Tint Green
option.BIOME_GROVE_B=Tint Blue
screen.BIOME_JUNGLE_SETTINGS=Jungle
screen.BIOME_JUNGLE_SETTINGS.comment=Fog and light shaft colouring in Jungle.
option.BIOME_JUNGLE_I=Shaft Strength
option.BIOME_JUNGLE_I.comment=Scales the light shafts in Jungle. 100 leaves them as they are.
option.BIOME_JUNGLE_R=Tint Red
option.BIOME_JUNGLE_G=Tint Green
option.BIOME_JUNGLE_B=Tint Blue
screen.BIOME_SPARSEJUNGLE_SETTINGS=Sparse Jungle
screen.BIOME_SPARSEJUNGLE_SETTINGS.comment=Fog and light shaft colouring in Sparse Jungle.
option.BIOME_SPARSEJUNGLE_I=Shaft Strength
option.BIOME_SPARSEJUNGLE_I.comment=Scales the light shafts in Sparse Jungle. 100 leaves them as they are.
option.BIOME_SPARSEJUNGLE_R=Tint Red
option.BIOME_SPARSEJUNGLE_G=Tint Green
option.BIOME_SPARSEJUNGLE_B=Tint Blue
screen.BIOME_BAMBOO_SETTINGS=Bamboo Jungle
screen.BIOME_BAMBOO_SETTINGS.comment=Fog and light shaft colouring in Bamboo Jungle.
option.BIOME_BAMBOO_I=Shaft Strength
option.BIOME_BAMBOO_I.comment=Scales the light shafts in Bamboo Jungle. 100 leaves them as they are.
option.BIOME_BAMBOO_R=Tint Red
option.BIOME_BAMBOO_G=Tint Green
option.BIOME_BAMBOO_B=Tint Blue
screen.BIOME_PLAINS_SETTINGS=Plains
screen.BIOME_PLAINS_SETTINGS.comment=Fog and light shaft colouring in Plains.
option.BIOME_PLAINS_I=Shaft Strength
option.BIOME_PLAINS_I.comment=Scales the light shafts in Plains. 100 leaves them as they are.
option.BIOME_PLAINS_R=Tint Red
option.BIOME_PLAINS_G=Tint Green
option.BIOME_PLAINS_B=Tint Blue
screen.BIOME_SUNFLOWER_SETTINGS=Sunflower Plains
screen.BIOME_SUNFLOWER_SETTINGS.comment=Fog and light shaft colouring in Sunflower Plains.
option.BIOME_SUNFLOWER_I=Shaft Strength
option.BIOME_SUNFLOWER_I.comment=Scales the light shafts in Sunflower Plains. 100 leaves them as they are.
option.BIOME_SUNFLOWER_R=Tint Red
option.BIOME_SUNFLOWER_G=Tint Green
option.BIOME_SUNFLOWER_B=Tint Blue
screen.BIOME_MEADOW_SETTINGS=Meadow
screen.BIOME_MEADOW_SETTINGS.comment=Fog and light shaft colouring in Meadow.
option.BIOME_MEADOW_I=Shaft Strength
option.BIOME_MEADOW_I.comment=Scales the light shafts in Meadow. 100 leaves them as they are.
option.BIOME_MEADOW_R=Tint Red
option.BIOME_MEADOW_G=Tint Green
option.BIOME_MEADOW_B=Tint Blue
screen.BIOME_CHERRY_SETTINGS=Cherry Grove
screen.BIOME_CHERRY_SETTINGS.comment=Fog and light shaft colouring in Cherry Grove.
option.BIOME_CHERRY_I=Shaft Strength
option.BIOME_CHERRY_I.comment=Scales the light shafts in Cherry Grove. 100 leaves them as they are.
option.BIOME_CHERRY_R=Tint Red
option.BIOME_CHERRY_G=Tint Green
option.BIOME_CHERRY_B=Tint Blue
screen.BIOME_SAVANNA_SETTINGS=Savanna
screen.BIOME_SAVANNA_SETTINGS.comment=Fog and light shaft colouring in Savanna.
option.BIOME_SAVANNA_I=Shaft Strength
option.BIOME_SAVANNA_I.comment=Scales the light shafts in Savanna. 100 leaves them as they are.
option.BIOME_SAVANNA_R=Tint Red
option.BIOME_SAVANNA_G=Tint Green
option.BIOME_SAVANNA_B=Tint Blue
screen.BIOME_SAVPLATEAU_SETTINGS=Savanna Plateau
screen.BIOME_SAVPLATEAU_SETTINGS.comment=Fog and light shaft colouring in Savanna Plateau.
option.BIOME_SAVPLATEAU_I=Shaft Strength
option.BIOME_SAVPLATEAU_I.comment=Scales the light shafts in Savanna Plateau. 100 leaves them as they are.
option.BIOME_SAVPLATEAU_R=Tint Red
option.BIOME_SAVPLATEAU_G=Tint Green
option.BIOME_SAVPLATEAU_B=Tint Blue
screen.BIOME_WINDSAVANNA_SETTINGS=Windswept Savanna
screen.BIOME_WINDSAVANNA_SETTINGS.comment=Fog and light shaft colouring in Windswept Savanna.
option.BIOME_WINDSAVANNA_I=Shaft Strength
option.BIOME_WINDSAVANNA_I.comment=Scales the light shafts in Windswept Savanna. 100 leaves them as they are.
option.BIOME_WINDSAVANNA_R=Tint Red
option.BIOME_WINDSAVANNA_G=Tint Green
option.BIOME_WINDSAVANNA_B=Tint Blue
screen.BIOME_SWAMP_SETTINGS=Swamp
screen.BIOME_SWAMP_SETTINGS.comment=Fog and light shaft colouring in Swamp.
option.BIOME_SWAMP_I=Shaft Strength
option.BIOME_SWAMP_I.comment=Scales the light shafts in Swamp. 100 leaves them as they are.
option.BIOME_SWAMP_R=Tint Red
option.BIOME_SWAMP_G=Tint Green
option.BIOME_SWAMP_B=Tint Blue
screen.BIOME_MANGROVE_SETTINGS=Mangrove Swamp
screen.BIOME_MANGROVE_SETTINGS.comment=Fog and light shaft colouring in Mangrove Swamp.
option.BIOME_MANGROVE_I=Shaft Strength
option.BIOME_MANGROVE_I.comment=Scales the light shafts in Mangrove Swamp. 100 leaves them as they are.
option.BIOME_MANGROVE_R=Tint Red
option.BIOME_MANGROVE_G=Tint Green
option.BIOME_MANGROVE_B=Tint Blue
screen.BIOME_DESERT_SETTINGS=Desert
screen.BIOME_DESERT_SETTINGS.comment=Fog and light shaft colouring in Desert.
option.BIOME_DESERT_I=Shaft Strength
option.BIOME_DESERT_I.comment=Scales the light shafts in Desert. 100 leaves them as they are.
option.BIOME_DESERT_R=Tint Red
option.BIOME_DESERT_G=Tint Green
option.BIOME_DESERT_B=Tint Blue
screen.BIOME_BADLANDS_SETTINGS=Badlands
screen.BIOME_BADLANDS_SETTINGS.comment=Fog and light shaft colouring in Badlands.
option.BIOME_BADLANDS_I=Shaft Strength
option.BIOME_BADLANDS_I.comment=Scales the light shafts in Badlands. 100 leaves them as they are.
option.BIOME_BADLANDS_R=Tint Red
option.BIOME_BADLANDS_G=Tint Green
option.BIOME_BADLANDS_B=Tint Blue
screen.BIOME_ERODEDBAD_SETTINGS=Eroded Badlands
screen.BIOME_ERODEDBAD_SETTINGS.comment=Fog and light shaft colouring in Eroded Badlands.
option.BIOME_ERODEDBAD_I=Shaft Strength
option.BIOME_ERODEDBAD_I.comment=Scales the light shafts in Eroded Badlands. 100 leaves them as they are.
option.BIOME_ERODEDBAD_R=Tint Red
option.BIOME_ERODEDBAD_G=Tint Green
option.BIOME_ERODEDBAD_B=Tint Blue
screen.BIOME_WOODEDBAD_SETTINGS=Wooded Badlands
screen.BIOME_WOODEDBAD_SETTINGS.comment=Fog and light shaft colouring in Wooded Badlands.
option.BIOME_WOODEDBAD_I=Shaft Strength
option.BIOME_WOODEDBAD_I.comment=Scales the light shafts in Wooded Badlands. 100 leaves them as they are.
option.BIOME_WOODEDBAD_R=Tint Red
option.BIOME_WOODEDBAD_G=Tint Green
option.BIOME_WOODEDBAD_B=Tint Blue
screen.BIOME_SNOWYPLAINS_SETTINGS=Snowy Plains
screen.BIOME_SNOWYPLAINS_SETTINGS.comment=Fog and light shaft colouring in Snowy Plains.
option.BIOME_SNOWYPLAINS_I=Shaft Strength
option.BIOME_SNOWYPLAINS_I.comment=Scales the light shafts in Snowy Plains. 100 leaves them as they are.
option.BIOME_SNOWYPLAINS_R=Tint Red
option.BIOME_SNOWYPLAINS_G=Tint Green
option.BIOME_SNOWYPLAINS_B=Tint Blue
screen.BIOME_ICESPIKES_SETTINGS=Ice Spikes
screen.BIOME_ICESPIKES_SETTINGS.comment=Fog and light shaft colouring in Ice Spikes.
option.BIOME_ICESPIKES_I=Shaft Strength
option.BIOME_ICESPIKES_I.comment=Scales the light shafts in Ice Spikes. 100 leaves them as they are.
option.BIOME_ICESPIKES_R=Tint Red
option.BIOME_ICESPIKES_G=Tint Green
option.BIOME_ICESPIKES_B=Tint Blue
screen.BIOME_SNOWYSLOPES_SETTINGS=Snowy Slopes
screen.BIOME_SNOWYSLOPES_SETTINGS.comment=Fog and light shaft colouring in Snowy Slopes.
option.BIOME_SNOWYSLOPES_I=Shaft Strength
option.BIOME_SNOWYSLOPES_I.comment=Scales the light shafts in Snowy Slopes. 100 leaves them as they are.
option.BIOME_SNOWYSLOPES_R=Tint Red
option.BIOME_SNOWYSLOPES_G=Tint Green
option.BIOME_SNOWYSLOPES_B=Tint Blue
screen.BIOME_FROZENPEAKS_SETTINGS=Frozen Peaks
screen.BIOME_FROZENPEAKS_SETTINGS.comment=Fog and light shaft colouring in Frozen Peaks.
option.BIOME_FROZENPEAKS_I=Shaft Strength
option.BIOME_FROZENPEAKS_I.comment=Scales the light shafts in Frozen Peaks. 100 leaves them as they are.
option.BIOME_FROZENPEAKS_R=Tint Red
option.BIOME_FROZENPEAKS_G=Tint Green
option.BIOME_FROZENPEAKS_B=Tint Blue
screen.BIOME_JAGGEDPEAKS_SETTINGS=Jagged Peaks
screen.BIOME_JAGGEDPEAKS_SETTINGS.comment=Fog and light shaft colouring in Jagged Peaks.
option.BIOME_JAGGEDPEAKS_I=Shaft Strength
option.BIOME_JAGGEDPEAKS_I.comment=Scales the light shafts in Jagged Peaks. 100 leaves them as they are.
option.BIOME_JAGGEDPEAKS_R=Tint Red
option.BIOME_JAGGEDPEAKS_G=Tint Green
option.BIOME_JAGGEDPEAKS_B=Tint Blue
screen.BIOME_SNOWYBEACH_SETTINGS=Snowy Beach
screen.BIOME_SNOWYBEACH_SETTINGS.comment=Fog and light shaft colouring in Snowy Beach.
option.BIOME_SNOWYBEACH_I=Shaft Strength
option.BIOME_SNOWYBEACH_I.comment=Scales the light shafts in Snowy Beach. 100 leaves them as they are.
option.BIOME_SNOWYBEACH_R=Tint Red
option.BIOME_SNOWYBEACH_G=Tint Green
option.BIOME_SNOWYBEACH_B=Tint Blue
screen.BIOME_FROZENRIVER_SETTINGS=Frozen River
screen.BIOME_FROZENRIVER_SETTINGS.comment=Fog and light shaft colouring in Frozen River.
option.BIOME_FROZENRIVER_I=Shaft Strength
option.BIOME_FROZENRIVER_I.comment=Scales the light shafts in Frozen River. 100 leaves them as they are.
option.BIOME_FROZENRIVER_R=Tint Red
option.BIOME_FROZENRIVER_G=Tint Green
option.BIOME_FROZENRIVER_B=Tint Blue
screen.BIOME_WINDHILLS_SETTINGS=Windswept Hills
screen.BIOME_WINDHILLS_SETTINGS.comment=Fog and light shaft colouring in Windswept Hills.
option.BIOME_WINDHILLS_I=Shaft Strength
option.BIOME_WINDHILLS_I.comment=Scales the light shafts in Windswept Hills. 100 leaves them as they are.
option.BIOME_WINDHILLS_R=Tint Red
option.BIOME_WINDHILLS_G=Tint Green
option.BIOME_WINDHILLS_B=Tint Blue
screen.BIOME_WINDGRAVEL_SETTINGS=Windswept Gravelly
screen.BIOME_WINDGRAVEL_SETTINGS.comment=Fog and light shaft colouring in Windswept Gravelly.
option.BIOME_WINDGRAVEL_I=Shaft Strength
option.BIOME_WINDGRAVEL_I.comment=Scales the light shafts in Windswept Gravelly. 100 leaves them as they are.
option.BIOME_WINDGRAVEL_R=Tint Red
option.BIOME_WINDGRAVEL_G=Tint Green
option.BIOME_WINDGRAVEL_B=Tint Blue
screen.BIOME_STONYPEAKS_SETTINGS=Stony Peaks
screen.BIOME_STONYPEAKS_SETTINGS.comment=Fog and light shaft colouring in Stony Peaks.
option.BIOME_STONYPEAKS_I=Shaft Strength
option.BIOME_STONYPEAKS_I.comment=Scales the light shafts in Stony Peaks. 100 leaves them as they are.
option.BIOME_STONYPEAKS_R=Tint Red
option.BIOME_STONYPEAKS_G=Tint Green
option.BIOME_STONYPEAKS_B=Tint Blue
screen.BIOME_STONYSHORE_SETTINGS=Stony Shore
screen.BIOME_STONYSHORE_SETTINGS.comment=Fog and light shaft colouring in Stony Shore.
option.BIOME_STONYSHORE_I=Shaft Strength
option.BIOME_STONYSHORE_I.comment=Scales the light shafts in Stony Shore. 100 leaves them as they are.
option.BIOME_STONYSHORE_R=Tint Red
option.BIOME_STONYSHORE_G=Tint Green
option.BIOME_STONYSHORE_B=Tint Blue
screen.BIOME_BEACH_SETTINGS=Beach
screen.BIOME_BEACH_SETTINGS.comment=Fog and light shaft colouring in Beach.
option.BIOME_BEACH_I=Shaft Strength
option.BIOME_BEACH_I.comment=Scales the light shafts in Beach. 100 leaves them as they are.
option.BIOME_BEACH_R=Tint Red
option.BIOME_BEACH_G=Tint Green
option.BIOME_BEACH_B=Tint Blue
screen.BIOME_RIVER_SETTINGS=River
screen.BIOME_RIVER_SETTINGS.comment=Fog and light shaft colouring in River.
option.BIOME_RIVER_I=Shaft Strength
option.BIOME_RIVER_I.comment=Scales the light shafts in River. 100 leaves them as they are.
option.BIOME_RIVER_R=Tint Red
option.BIOME_RIVER_G=Tint Green
option.BIOME_RIVER_B=Tint Blue
screen.BIOME_OCEAN_SETTINGS=Ocean
screen.BIOME_OCEAN_SETTINGS.comment=Fog and light shaft colouring in Ocean.
option.BIOME_OCEAN_I=Shaft Strength
option.BIOME_OCEAN_I.comment=Scales the light shafts in Ocean. 100 leaves them as they are.
option.BIOME_OCEAN_R=Tint Red
option.BIOME_OCEAN_G=Tint Green
option.BIOME_OCEAN_B=Tint Blue
screen.BIOME_DEEPOCEAN_SETTINGS=Deep Ocean
screen.BIOME_DEEPOCEAN_SETTINGS.comment=Fog and light shaft colouring in Deep Ocean.
option.BIOME_DEEPOCEAN_I=Shaft Strength
option.BIOME_DEEPOCEAN_I.comment=Scales the light shafts in Deep Ocean. 100 leaves them as they are.
option.BIOME_DEEPOCEAN_R=Tint Red
option.BIOME_DEEPOCEAN_G=Tint Green
option.BIOME_DEEPOCEAN_B=Tint Blue
screen.BIOME_COLDOCEAN_SETTINGS=Cold Ocean
screen.BIOME_COLDOCEAN_SETTINGS.comment=Fog and light shaft colouring in Cold Ocean.
option.BIOME_COLDOCEAN_I=Shaft Strength
option.BIOME_COLDOCEAN_I.comment=Scales the light shafts in Cold Ocean. 100 leaves them as they are.
option.BIOME_COLDOCEAN_R=Tint Red
option.BIOME_COLDOCEAN_G=Tint Green
option.BIOME_COLDOCEAN_B=Tint Blue
screen.BIOME_DEEPCOLDOCEAN_SETTINGS=Deep Cold Ocean
screen.BIOME_DEEPCOLDOCEAN_SETTINGS.comment=Fog and light shaft colouring in Deep Cold Ocean.
option.BIOME_DEEPCOLDOCEAN_I=Shaft Strength
option.BIOME_DEEPCOLDOCEAN_I.comment=Scales the light shafts in Deep Cold Ocean. 100 leaves them as they are.
option.BIOME_DEEPCOLDOCEAN_R=Tint Red
option.BIOME_DEEPCOLDOCEAN_G=Tint Green
option.BIOME_DEEPCOLDOCEAN_B=Tint Blue
screen.BIOME_LUKEOCEAN_SETTINGS=Lukewarm Ocean
screen.BIOME_LUKEOCEAN_SETTINGS.comment=Fog and light shaft colouring in Lukewarm Ocean.
option.BIOME_LUKEOCEAN_I=Shaft Strength
option.BIOME_LUKEOCEAN_I.comment=Scales the light shafts in Lukewarm Ocean. 100 leaves them as they are.
option.BIOME_LUKEOCEAN_R=Tint Red
option.BIOME_LUKEOCEAN_G=Tint Green
option.BIOME_LUKEOCEAN_B=Tint Blue
screen.BIOME_DEEPLUKEOCEAN_SETTINGS=Deep Lukewarm Ocean
screen.BIOME_DEEPLUKEOCEAN_SETTINGS.comment=Fog and light shaft colouring in Deep Lukewarm Ocean.
option.BIOME_DEEPLUKEOCEAN_I=Shaft Strength
option.BIOME_DEEPLUKEOCEAN_I.comment=Scales the light shafts in Deep Lukewarm Ocean. 100 leaves them as they are.
option.BIOME_DEEPLUKEOCEAN_R=Tint Red
option.BIOME_DEEPLUKEOCEAN_G=Tint Green
option.BIOME_DEEPLUKEOCEAN_B=Tint Blue
screen.BIOME_WARMOCEAN_SETTINGS=Warm Ocean
screen.BIOME_WARMOCEAN_SETTINGS.comment=Fog and light shaft colouring in Warm Ocean.
option.BIOME_WARMOCEAN_I=Shaft Strength
option.BIOME_WARMOCEAN_I.comment=Scales the light shafts in Warm Ocean. 100 leaves them as they are.
option.BIOME_WARMOCEAN_R=Tint Red
option.BIOME_WARMOCEAN_G=Tint Green
option.BIOME_WARMOCEAN_B=Tint Blue
screen.BIOME_FROZENOCEAN_SETTINGS=Frozen Ocean
screen.BIOME_FROZENOCEAN_SETTINGS.comment=Fog and light shaft colouring in Frozen Ocean.
option.BIOME_FROZENOCEAN_I=Shaft Strength
option.BIOME_FROZENOCEAN_I.comment=Scales the light shafts in Frozen Ocean. 100 leaves them as they are.
option.BIOME_FROZENOCEAN_R=Tint Red
option.BIOME_FROZENOCEAN_G=Tint Green
option.BIOME_FROZENOCEAN_B=Tint Blue
screen.BIOME_DEEPFROZENOCEAN_SETTINGS=Deep Frozen Ocean
screen.BIOME_DEEPFROZENOCEAN_SETTINGS.comment=Fog and light shaft colouring in Deep Frozen Ocean.
option.BIOME_DEEPFROZENOCEAN_I=Shaft Strength
option.BIOME_DEEPFROZENOCEAN_I.comment=Scales the light shafts in Deep Frozen Ocean. 100 leaves them as they are.
option.BIOME_DEEPFROZENOCEAN_R=Tint Red
option.BIOME_DEEPFROZENOCEAN_G=Tint Green
option.BIOME_DEEPFROZENOCEAN_B=Tint Blue
screen.BIOME_DRIPSTONE_SETTINGS=Dripstone Caves
screen.BIOME_DRIPSTONE_SETTINGS.comment=Fog and light shaft colouring in Dripstone Caves.
option.BIOME_DRIPSTONE_I=Shaft Strength
option.BIOME_DRIPSTONE_I.comment=Scales the light shafts in Dripstone Caves. 100 leaves them as they are.
option.BIOME_DRIPSTONE_R=Tint Red
option.BIOME_DRIPSTONE_G=Tint Green
option.BIOME_DRIPSTONE_B=Tint Blue
screen.BIOME_LUSHCAVES_SETTINGS=Lush Caves
screen.BIOME_LUSHCAVES_SETTINGS.comment=Fog and light shaft colouring in Lush Caves.
option.BIOME_LUSHCAVES_I=Shaft Strength
option.BIOME_LUSHCAVES_I.comment=Scales the light shafts in Lush Caves. 100 leaves them as they are.
option.BIOME_LUSHCAVES_R=Tint Red
option.BIOME_LUSHCAVES_G=Tint Green
option.BIOME_LUSHCAVES_B=Tint Blue
screen.BIOME_DEEPDARK_SETTINGS=Deep Dark
screen.BIOME_DEEPDARK_SETTINGS.comment=Fog and light shaft colouring in Deep Dark.
option.BIOME_DEEPDARK_I=Shaft Strength
option.BIOME_DEEPDARK_I.comment=Scales the light shafts in Deep Dark. 100 leaves them as they are.
option.BIOME_DEEPDARK_R=Tint Red
option.BIOME_DEEPDARK_G=Tint Green
option.BIOME_DEEPDARK_B=Tint Blue
screen.BIOME_MUSHROOM_SETTINGS=Mushroom Fields
screen.BIOME_MUSHROOM_SETTINGS.comment=Fog and light shaft colouring in Mushroom Fields.
option.BIOME_MUSHROOM_I=Shaft Strength
option.BIOME_MUSHROOM_I.comment=Scales the light shafts in Mushroom Fields. 100 leaves them as they are.
option.BIOME_MUSHROOM_R=Tint Red
option.BIOME_MUSHROOM_G=Tint Green
option.BIOME_MUSHROOM_B=Tint Blue
screen.BIOME_NETHERWASTES_SETTINGS=Nether Wastes
screen.BIOME_NETHERWASTES_SETTINGS.comment=Fog and light shaft colouring in Nether Wastes.
option.BIOME_NETHERWASTES_I=Shaft Strength
option.BIOME_NETHERWASTES_I.comment=Scales the light shafts in Nether Wastes. 100 leaves them as they are.
option.BIOME_NETHERWASTES_R=Tint Red
option.BIOME_NETHERWASTES_G=Tint Green
option.BIOME_NETHERWASTES_B=Tint Blue
screen.BIOME_CRIMSON_SETTINGS=Crimson Forest
screen.BIOME_CRIMSON_SETTINGS.comment=Fog and light shaft colouring in Crimson Forest.
option.BIOME_CRIMSON_I=Shaft Strength
option.BIOME_CRIMSON_I.comment=Scales the light shafts in Crimson Forest. 100 leaves them as they are.
option.BIOME_CRIMSON_R=Tint Red
option.BIOME_CRIMSON_G=Tint Green
option.BIOME_CRIMSON_B=Tint Blue
screen.BIOME_WARPED_SETTINGS=Warped Forest
screen.BIOME_WARPED_SETTINGS.comment=Fog and light shaft colouring in Warped Forest.
option.BIOME_WARPED_I=Shaft Strength
option.BIOME_WARPED_I.comment=Scales the light shafts in Warped Forest. 100 leaves them as they are.
option.BIOME_WARPED_R=Tint Red
option.BIOME_WARPED_G=Tint Green
option.BIOME_WARPED_B=Tint Blue
screen.BIOME_BASALT_SETTINGS=Basalt Deltas
screen.BIOME_BASALT_SETTINGS.comment=Fog and light shaft colouring in Basalt Deltas.
option.BIOME_BASALT_I=Shaft Strength
option.BIOME_BASALT_I.comment=Scales the light shafts in Basalt Deltas. 100 leaves them as they are.
option.BIOME_BASALT_R=Tint Red
option.BIOME_BASALT_G=Tint Green
option.BIOME_BASALT_B=Tint Blue
screen.BIOME_SOULVALLEY_SETTINGS=Soul Sand Valley
screen.BIOME_SOULVALLEY_SETTINGS.comment=Fog and light shaft colouring in Soul Sand Valley.
option.BIOME_SOULVALLEY_I=Shaft Strength
option.BIOME_SOULVALLEY_I.comment=Scales the light shafts in Soul Sand Valley. 100 leaves them as they are.
option.BIOME_SOULVALLEY_R=Tint Red
option.BIOME_SOULVALLEY_G=Tint Green
option.BIOME_SOULVALLEY_B=Tint Blue
screen.BIOME_THEEND_SETTINGS=The End
screen.BIOME_THEEND_SETTINGS.comment=Fog and light shaft colouring in The End.
option.BIOME_THEEND_I=Shaft Strength
option.BIOME_THEEND_I.comment=Scales the light shafts in The End. 100 leaves them as they are.
option.BIOME_THEEND_R=Tint Red
option.BIOME_THEEND_G=Tint Green
option.BIOME_THEEND_B=Tint Blue
screen.BIOME_ENDHIGH_SETTINGS=End Highlands
screen.BIOME_ENDHIGH_SETTINGS.comment=Fog and light shaft colouring in End Highlands.
option.BIOME_ENDHIGH_I=Shaft Strength
option.BIOME_ENDHIGH_I.comment=Scales the light shafts in End Highlands. 100 leaves them as they are.
option.BIOME_ENDHIGH_R=Tint Red
option.BIOME_ENDHIGH_G=Tint Green
option.BIOME_ENDHIGH_B=Tint Blue
screen.BIOME_ENDMID_SETTINGS=End Midlands
screen.BIOME_ENDMID_SETTINGS.comment=Fog and light shaft colouring in End Midlands.
option.BIOME_ENDMID_I=Shaft Strength
option.BIOME_ENDMID_I.comment=Scales the light shafts in End Midlands. 100 leaves them as they are.
option.BIOME_ENDMID_R=Tint Red
option.BIOME_ENDMID_G=Tint Green
option.BIOME_ENDMID_B=Tint Blue
screen.BIOME_SMALLEND_SETTINGS=Small End Islands
screen.BIOME_SMALLEND_SETTINGS.comment=Fog and light shaft colouring in Small End Islands.
option.BIOME_SMALLEND_I=Shaft Strength
option.BIOME_SMALLEND_I.comment=Scales the light shafts in Small End Islands. 100 leaves them as they are.
option.BIOME_SMALLEND_R=Tint Red
option.BIOME_SMALLEND_G=Tint Green
option.BIOME_SMALLEND_B=Tint Blue
screen.BIOME_ENDBARRENS_SETTINGS=End Barrens
screen.BIOME_ENDBARRENS_SETTINGS.comment=Fog and light shaft colouring in End Barrens.
option.BIOME_ENDBARRENS_I=Shaft Strength
option.BIOME_ENDBARRENS_I.comment=Scales the light shafts in End Barrens. 100 leaves them as they are.
option.BIOME_ENDBARRENS_R=Tint Red
option.BIOME_ENDBARRENS_G=Tint Green
option.BIOME_ENDBARRENS_B=Tint Blue
screen.BIOME_FOG_SETTINGS=§bBiome Atmosphere
screen.BIOME_FOG_SETTINGS.comment=Every biome gets its own fog and light shaft colour and its own shaft strength, grouped into folders. Borders crossfade rather than switching, and any biome with no entry is left exactly as the pack looked before.
screen.VOLCAVE_SETTINGS=Volumetric Cave Fog
screen.VOLCAVE_SETTINGS.comment=Marched fog underground, thickening with depth. The same machinery as the fog sea with its vertical shape turned upside down, so a shaft of daylight through a hole in the roof has something to scatter in.
option.VOLCAVE=Volumetric Cave Fog
option.VOLCAVE.comment=Fills caves with marched fog below a set height. §e[*]§r Samples the shadow map, so daylight through an opening reads as a solid beam. §e[*]§r Separate from the pack's own Cave Fog, which only tints the distance haze.
value.VOLCAVE.0=OFF
value.VOLCAVE.1=ON
option.VOLCAVE_TOP=Ceiling Height
option.VOLCAVE_TOP.comment=The world height the fog starts below. §e[*]§r It ramps in under this rather than starting at full strength, so the mouth of a cave shows no flat plane where the fog begins.
option.VOLCAVE_DENSITY=Density
option.VOLCAVE_DENSITY.comment=How thick the fog gets. Depth does the rest -- it keeps building the further down you go.
option.VOLCAVE_I=Brightness
option.VOLCAVE_I.comment=Scales how much light the fog gives back.
option.VOLCAVE_DIST=Range
option.VOLCAVE_DIST.comment=How far the march runs. Shorter than the fog sea by default, since caves rarely open far.
option.VOLCAVE_STEPS=Quality Steps
option.VOLCAVE_STEPS.comment=Samples along each ray. This is the setting that costs frames.
option.WATER_COLOR_STYLE=Water Color Style
option.WATER_COLOR_STYLE.comment=Picks how water is coloured and how far you see through it. §e[*]§r §bDefault§r, §bTransparent§r and §bTropical§r pin their own values, so the colour sliders are ignored. §e[*]§r §eCustom§r is the one that reads them -- that is the whole difference between it and Default.
value.WATER_COLOR_STYLE.0=Default
value.WATER_COLOR_STYLE.1=§bTransparent
value.WATER_COLOR_STYLE.2=§bTropical
value.WATER_COLOR_STYLE.3=§eCustom

screen.PP_PAGE2=Page 2
screen.PP_PAGE2.comment=The rest of the retro post-processing modes. The two modes at the top are on every page because they change the whole picture rather than dressing it.

screen.PP_PAGE3=Page 3
screen.PP_PAGE3.comment=Modes that grade the picture rather than age it. The two modes at the top are on every page because they change the whole picture rather than dressing it.


option.PP_2KS=§b2KS Mode
option.PP_2KS.comment=Puts the whole frame through a camcorder from the early 2000s: a soft, over-sharpened picture that shakes in your hands, drifts in colour and stamps the time in the corner. §e[*]§r Like BodyCam it §oreplaces§r the finished frame rather than adding to it, so it has the last word on how the image looks and effects listed under it will not show through. §e[*]§r Ported from the §b2KS§r shaderpack by §bOxygenSE§r, used with the author's written permission.
value.PP_2KS.0=OFF
value.PP_2KS.1=ON

screen.PP_2KS_SETTINGS=2KS Settings
screen.PP_2KS_SETTINGS.comment=Everything the camera is made of, in five parts: the lens that will not hold still, the sensor that softens and over-sharpens, the grade, the faults of the tape, and the frame around it. §e[*]§r Ported from the §b2KS§r shaderpack by §bOxygenSE§r, used with the author's written permission.

screen.PP_2KS_LENS_SETTINGS=Lens & Shake
screen.PP_2KS_LENS_SETTINGS.comment=How the camera is held. §e[*]§r The shake is four separate movements rather than one noise, because that is what reads as a hand: a slow drift, a constant tremble, a rare lurch, and a rattle that only appears while you are actually moving.
option.PP_2KS_ZOOM=Zoom
option.PP_2KS_ZOOM.comment=How far in the picture is cropped. §e[*]§r This is what gives the shake somewhere to move: at 1.00 a hard lurch can pull the edge of the frame into view.
option.PP_2KS_FISHEYE=Fisheye
option.PP_2KS_FISHEYE.comment=How much the picture bows outward from the centre, the way a cheap wide lens does.
option.PP_2KS_SHAKE=Handheld Shake
option.PP_2KS_SHAKE.comment=The whole shake stack. §e[*]§r Off leaves the fisheye and the zoom in place, so the picture stays a camcorder picture without moving.
value.PP_2KS_SHAKE.0=OFF
value.PP_2KS_SHAKE.1=ON
option.PP_2KS_SHAKE_I=Shake Strength
option.PP_2KS_SHAKE_I.comment=One multiplier over every movement below.
option.PP_2KS_FLOW_I=Drift Strength
option.PP_2KS_FLOW_SPEED=Drift Speed
option.PP_2KS_MICRO_I=Tremble Strength
option.PP_2KS_MICRO_SPEED=Tremble Speed
option.PP_2KS_DROP_I=Lurch Strength
option.PP_2KS_DROP_FREQ=Lurch Frequency
option.PP_2KS_TILT=Horizon Tilt
option.PP_2KS_TILT.comment=Rolls the frame. §e[*]§r Quantised on purpose: the horizon settles at an angle and then jumps to the next, the way a hand corrects itself rather than sweeping.
value.PP_2KS_TILT.0=OFF
value.PP_2KS_TILT.1=ON
option.PP_2KS_TILT_I=Tilt Strength
option.PP_2KS_TILT_FLOW_I=Tilt Drift
option.PP_2KS_TILT_FLOW_SPEED=Tilt Speed

screen.PP_2KS_IMAGE_SETTINGS=Sensor
screen.PP_2KS_IMAGE_SETTINGS.comment=The picture the sensor actually produces: soft, then sharpened far too hard to make up for it. Both at once is the point, and it is most of why the look is recognisable.
option.PP_2KS_ABERRATION=Chromatic Aberration
option.PP_2KS_ABERRATION.comment=Red and blue pulled apart sideways.
option.PP_2KS_SHARPNESS=Sharpening
option.PP_2KS_SHARPNESS.comment=How hard the softened picture is sharpened back up. §e[*]§r Deliberately overdone - edges gain a bright halo, which is the artefact being reproduced, not a fault.
option.PP_2KS_SOFTNESS=Softness
option.PP_2KS_SOFTNESS.comment=How far apart the blur taps sit. §e[*]§r Also sets how coarse the grain is, so raising it makes the whole image cheaper rather than merely blurrier.
option.PP_2KS_DISTANCE_BLUR=Distance Softening
option.PP_2KS_DISTANCE_BLUR.comment=One extra step of softness in the far distance, where a small sensor stops resolving.
value.PP_2KS_DISTANCE_BLUR.0=OFF
value.PP_2KS_DISTANCE_BLUR.1=ON
option.PP_2KS_WATER_BLUR=Underwater Softening
option.PP_2KS_WATER_BLUR.comment=Extra softness while your head is under water.

screen.PP_2KS_GRADE_SETTINGS=Grade
screen.PP_2KS_GRADE_SETTINGS.comment=The colour the tape came out. §e[*]§r The defaults pull green and blue down, which is what gives the warm, slightly dead cast of consumer tape.
option.PP_2KS_GAMMA=Gamma
option.PP_2KS_EXPOSURE=Exposure
option.PP_2KS_CRUSH=Black Crush
option.PP_2KS_CRUSH.comment=A flat amount taken off everything. §e[*]§r Raising it deepens the shadows and is what stops the image looking digitally clean.
option.PP_2KS_CONTRAST=Contrast
option.PP_2KS_CONTRAST.comment=How far the midtones are pulled apart. §e[*]§r An S curve anchored at black and at white rather than a stretch about middle grey - the crush above has already put the shadows near the floor, and stretching them from the middle would simply delete them. At 0.00 the picture is untouched.
option.PP_2KS_DAY_LEVEL=Daylight Level
option.PP_2KS_DAY_LEVEL.comment=A flat multiplier over the picture in open daylight. §e[*]§r Off by default, and worth understanding before turning it on: it dims the whole frame rather than recovering anything. Blown highlights are not dim, they are above white and being clamped, so scaling everything down darkens the shadows too and leaves the flat white flat. Use §oHighlight Rolloff§r for that and this only if the whole daylight scene is too bright for your taste.
option.PP_2KS_HIGHLIGHT=Highlight Rolloff
option.PP_2KS_HIGHLIGHT.comment=Where the bright end starts bending away from white instead of running into it. §e[*]§r This is the setting that fixes daylight blowout. Everything below the knee passes through §ountouched§r - shadows and midtones come out exactly as they were - while what was heading past white is bent back under it and keeps its separation. §e[*]§r Acts in daylight under open sky only, so nights and caves are never affected. Lower it if the sky is still a flat sheet. 1.00 is off.
option.PP_2KS_BRIGHTNESS=Brightness
option.PP_2KS_R=Red
option.PP_2KS_G=Green
option.PP_2KS_B=Blue

screen.PP_2KS_TAPE_SETTINGS=Tape Faults
screen.PP_2KS_TAPE_SETTINGS.comment=Everything that is wrong with the recording rather than with the camera.
option.PP_2KS_GRAIN=Grain
value.PP_2KS_GRAIN.0=OFF
value.PP_2KS_GRAIN.1=ON
option.PP_2KS_GRAIN_I=Grain Strength
option.PP_2KS_DISTORTIONS=Compression Artefacts
option.PP_2KS_DISTORTIONS.comment=A second, heavily posterised read of the frame mixed in faintly, standing in for the blocking of a bad encoder.
value.PP_2KS_DISTORTIONS.0=OFF
value.PP_2KS_DISTORTIONS.1=ON
option.PP_2KS_DISTORTION_I=Artefact Strength
option.PP_2KS_FLICKER=Flicker
option.PP_2KS_FLICKER.comment=A pulsing loss of colour and a slow roll of the channels into each other - an automatic white balance that never settles.
value.PP_2KS_FLICKER.0=OFF
value.PP_2KS_FLICKER.1=ON
option.PP_2KS_FLICKER_I=Flicker Strength
option.PP_2KS_STREAK=Broken Bloom
option.PP_2KS_STREAK.comment=The purple bar that smears bright things across the frame. §e[*]§r Approximated here: the original reads a blurred copy of the frame that this pass has no access to, so it reads the frame directly and comes out coarser.
value.PP_2KS_STREAK.0=OFF
value.PP_2KS_STREAK.1=ON
option.PP_2KS_STREAK_I=Broken Bloom Strength
option.PP_2KS_GRADIENTS=Lens Cast
option.PP_2KS_GRADIENTS.comment=A fixed, slightly wrong colour ramp across the picture, as from a lens that was never coated properly.
value.PP_2KS_GRADIENTS.0=OFF
value.PP_2KS_GRADIENTS.1=ON

screen.PP_2KS_FRAME_SETTINGS=Frame
screen.PP_2KS_FRAME_SETTINGS.comment=What surrounds the picture rather than what is in it.
option.PP_2KS_VIGNETTE=Vignette
value.PP_2KS_VIGNETTE.0=OFF
value.PP_2KS_VIGNETTE.1=ON
option.PP_2KS_VIGNETTE_I=Vignette Strength
option.PP_2KS_BORDER=4:3 Matte
option.PP_2KS_BORDER.comment=Black bars cropping the frame to 4:3, with a noisy edge. §e[*]§r Cut against the untransformed screen, so the bars hold still while the picture inside them shakes.
value.PP_2KS_BORDER.0=OFF
value.PP_2KS_BORDER.1=ON

screen.PP_CURVE_SETTINGS=Screen Curvature
screen.PP_CURVE_SETTINGS.comment=How far the picture bulges, and how hard it is zoomed to keep the corners in frame.

screen.PP_ABERRATION_SETTINGS=Chromatic Aberration
screen.PP_ABERRATION_SETTINGS.comment=How far the colour channels come apart, and how much of that parting is vertical.

screen.PP_SCANLINE_SETTINGS=Scanlines
screen.PP_SCANLINE_SETTINGS.comment=How dark the dim rows go and how far apart they sit.

screen.PP_NOISE_SETTINGS=VHS Noise
screen.PP_NOISE_SETTINGS.comment=How much of the picture speckles, and how bright the speckles are.

screen.PP_VIGNETTE_SETTINGS=Vignette
screen.PP_VIGNETTE_SETTINGS.comment=How dark the sides go and how far in from them the darkening reaches.

screen.PP_TEAR_SETTINGS=Tape Distortion
screen.PP_TEAR_SETTINGS.comment=How tall the torn band is and how fast it rolls up the picture.

screen.PP_GLOW_SETTINGS=Analog Glow
screen.PP_GLOW_SETTINGS.comment=How much of the glow is blended in, and how far it spreads.

screen.PP_TRACKING_SETTINGS=Tracking Lines
screen.PP_TRACKING_SETTINGS.comment=How tall the rolling band of interference is and how sharply it fades out.

screen.PP_PIXELATE_SETTINGS=Pixelation
screen.PP_PIXELATE_SETTINGS.comment=How large a block is, and whether blocks are square or stretched sideways.

screen.PP_GRAIN_SETTINGS=Film Grain
screen.PP_GRAIN_SETTINGS.comment=How strong the grain is and how quickly it churns.

screen.PP_DEPTH_SETTINGS=Retro Color Depth
screen.PP_DEPTH_SETTINGS.comment=How many levels each channel is cut down to, and how much dithering hides the banding.

screen.PP_MONO_SETTINGS=Monochrome
screen.PP_MONO_SETTINGS.comment=Which phosphor the picture is rendered in, and how completely.

option.PP_CRT_CURVE_I=Curvature
option.PP_CRT_CURVE_I.comment=How far the picture bulges outwards, as on a tube face.
option.PP_CRT_CURVE_ZOOM=Overscan
option.PP_CRT_CURVE_ZOOM.comment=How hard the picture is zoomed to keep the bulged corners inside the frame. Past 100 it crops, the way a tube's mask does.
option.PP_VHS_AB_SIZE=Separation
option.PP_VHS_AB_SIZE.comment=How far apart the red and blue channels are pulled.
option.PP_VHS_AB_DRIFT=Vertical Drift
option.PP_VHS_AB_DRIFT.comment=How much of that separation runs up and down rather than sideways. At zero the split is clean; higher smears it.
option.PP_CRT_SCAN_I=Line Darkness
option.PP_CRT_SCAN_I.comment=How much darker the dim rows are than the bright ones.
option.PP_CRT_SCAN_STEP=Line Spacing
option.PP_CRT_SCAN_STEP.comment=How many screen pixels one bright-dark pair covers.
option.PP_VHS_NOISE_I=Speckle Amount
option.PP_VHS_NOISE_I.comment=How much of the picture is eaten by static at any moment.
option.PP_VHS_NOISE_BRIGHT=Speckle Brightness
option.PP_VHS_NOISE_BRIGHT.comment=How bright each speck of static burns.
option.PP_CRT_VIG_I=Strength
option.PP_CRT_VIG_I.comment=How dark the sides of the picture are pulled.
option.PP_CRT_VIG_SIZE=Reach
option.PP_CRT_VIG_SIZE.comment=How far in from the sides the darkening extends.
option.PP_VHS_TEAR_SIZE=Tear Height
option.PP_VHS_TEAR_SIZE.comment=How tall the displaced band of picture is.
option.PP_VHS_TEAR_SPEED=Roll Speed
option.PP_VHS_TEAR_SPEED.comment=How fast the tear rolls up the picture.
option.PP_CRT_GLOW_I=Strength
option.PP_CRT_GLOW_I.comment=How much of the glow is blended over the picture.
option.PP_CRT_GLOW_RADIUS=Spread
option.PP_CRT_GLOW_RADIUS.comment=How far the glow bleeds out from what is lighting it.
option.PP_VHS_TRACK_SIZE=Band Height
option.PP_VHS_TRACK_SIZE.comment=How tall the rolling band of interference is.
option.PP_VHS_TRACK_FADE=Edge Falloff
option.PP_VHS_TRACK_FADE.comment=How sharply the band dies out from its middle. Low is a wide tape fault, high a single dropout.
option.PP_RETRO_PIXEL_SIZE=Block Size
option.PP_RETRO_PIXEL_SIZE.comment=How many screen pixels across one block is.
option.PP_RETRO_PIXEL_ASPECT=Block Aspect
option.PP_RETRO_PIXEL_ASPECT.comment=Blocks are square at 100 and stretched sideways above it, the way a low resolution signal was on a 4:3 screen.
option.PP_VHS_GRAIN_I=Strength
option.PP_VHS_GRAIN_I.comment=How strongly the grain rides on the picture.
option.PP_VHS_GRAIN_SPEED=Churn Speed
option.PP_VHS_GRAIN_SPEED.comment=How quickly the grain pattern is redrawn.
option.PP_RETRO_LEVELS=Colour Levels
option.PP_RETRO_LEVELS.comment=How many steps each channel is cut down to. Fewer is harsher banding.
option.PP_RETRO_DITHER=Dithering
option.PP_RETRO_DITHER.comment=How much ordered noise is used to trade that banding for texture. At zero the bands are left raw.
option.PP_RETRO_MONO_TINT=Phosphor
option.PP_RETRO_MONO_TINT.comment=Which screen the picture is being shown on.
option.PP_RETRO_MONO_I=Strength
option.PP_RETRO_MONO_I.comment=How completely the colour is replaced.

value.PP_RETRO_MONO_TINT.0=Neutral
value.PP_RETRO_MONO_TINT.1=§aGreen Phosphor
value.PP_RETRO_MONO_TINT.2=§6Amber Phosphor
value.PP_RETRO_MONO_TINT.3=§bBlue Phosphor

option.PP_CRT_CURVE_POWER=Bulge Shape
option.PP_CRT_CURVE_POWER.comment=How the bend is distributed. Low bows the whole picture, high keeps the middle flat and bends only near the rim.
option.PP_CRT_CURVE_ASPECT=Bulge Aspect
option.PP_CRT_CURVE_ASPECT.comment=How much of the bend runs sideways. At zero the picture only bows vertically, which is closer to a widescreen tube.
option.PP_CRT_CURVE_SHIFT=Centre Height
option.PP_CRT_CURVE_SHIFT.comment=Moves the centre of the bulge up or down, for a tube that was never quite aligned.
option.PP_CRT_CURVE_MASK=Edge Mask
option.PP_CRT_CURVE_MASK.comment=Darkens whatever the bulge pushed past the frame. Without it that region is a smeared border of clamped pixels; with it the tube has an edge to end at.
option.PP_CRT_CURVE_MASK_SOFT=Mask Softness
option.PP_CRT_CURVE_MASK_SOFT.comment=How sharply that edge cuts.
option.PP_VHS_AB_SPEED=Jitter Speed
option.PP_VHS_AB_SPEED.comment=How quickly the separation shifts around.
option.PP_VHS_AB_EDGE=Edge Bias
option.PP_VHS_AB_EDGE.comment=Grows the separation towards the corners the way a real lens does, instead of holding it flat across the frame.
option.PP_VHS_AB_RED=Red Shift
option.PP_VHS_AB_RED.comment=How far the red channel is pulled on its own.
option.PP_VHS_AB_BLUE=Blue Shift
option.PP_VHS_AB_BLUE.comment=How far the blue channel is pulled on its own.
option.PP_VHS_AB_BLEND=Blend
option.PP_VHS_AB_BLEND.comment=How much of the split image is mixed back over the clean one.
option.PP_CRT_SCAN_SOFT=Line Softness
option.PP_CRT_SCAN_SOFT.comment=Hard lines are a mask laid over the picture; softened into a wave they are closer to what a tube's beam actually left behind.
option.PP_CRT_SCAN_ROLL=Roll Speed
option.PP_CRT_SCAN_ROLL.comment=Drifts the lines up the screen, the way an out-of-sync signal did.
option.PP_CRT_SCAN_GAIN=Brightness
option.PP_CRT_SCAN_GAIN.comment=Lifts the whole picture back up, since the lines take light out of it.
option.PP_CRT_SCAN_MASK=Aperture Grille
option.PP_CRT_SCAN_MASK.comment=Vertical red, green and blue stripes on top of the lines - the other half of what a tube's mask did.
option.PP_CRT_SCAN_MASK_STEP=Grille Pitch
option.PP_CRT_SCAN_MASK_STEP.comment=How many screen pixels one red-green-blue triplet covers.
option.PP_VHS_NOISE_SPEED=Churn Speed
option.PP_VHS_NOISE_SPEED.comment=How quickly the static is redrawn.
option.PP_VHS_NOISE_SIZE=Speck Size
option.PP_VHS_NOISE_SIZE.comment=How many screen pixels across one speck is.
option.PP_VHS_NOISE_TINT=Colour
option.PP_VHS_NOISE_TINT.comment=How coloured the specks are rather than white.
option.PP_VHS_NOISE_DARK=Dropouts
option.PP_VHS_NOISE_DARK.comment=Adds specks that punch dark instead of bright.
option.PP_VHS_NOISE_EDGE=Edge Bias
option.PP_VHS_NOISE_EDGE.comment=Concentrates the static towards the edges of the picture.
option.PP_CRT_VIG_VERTICAL=Vertical Amount
option.PP_CRT_VIG_VERTICAL.comment=The original only darkened the left and right edges. Turning this up closes the frame on all four sides.
option.PP_CRT_VIG_POWER=Falloff
option.PP_CRT_VIG_POWER.comment=The shape of the darkening. Low is a gentle wash, high a hard frame.
option.PP_CRT_VIG_NOISE=Edge Noise
option.PP_CRT_VIG_NOISE.comment=How much the darkened edge crawls, rather than sitting perfectly still.
option.PP_CRT_VIG_TINT=Tint
option.PP_CRT_VIG_TINT.comment=Colours the darkened region instead of only dimming it.
option.PP_CRT_VIG_TINT_I=Tint Strength
option.PP_CRT_VIG_TINT_I.comment=How far that colour reaches in.
option.PP_VHS_TEAR_SHIFT=Sideways Shift
option.PP_VHS_TEAR_SHIFT.comment=How far the torn band slides horizontally.
option.PP_VHS_TEAR_COUNT=Tear Count
option.PP_VHS_TEAR_COUNT.comment=How many bands roll at once.
option.PP_VHS_TEAR_JITTER=Timing Jitter
option.PP_VHS_TEAR_JITTER.comment=Breaks the regularity of the roll so it stops reading as a metronome.
option.PP_VHS_TEAR_WOBBLE=Picture Wobble
option.PP_VHS_TEAR_WOBBLE.comment=A slow horizontal weave across the whole picture, not only the torn band.
option.PP_VHS_TEAR_WOBBLE_SPEED=Wobble Speed
option.PP_VHS_TEAR_WOBBLE_SPEED.comment=How fast that weave runs.
option.PP_CRT_GLOW_THRESHOLD=Threshold
option.PP_CRT_GLOW_THRESHOLD.comment=How bright something has to be before it glows at all. At zero everything contributes.
option.PP_CRT_GLOW_GAIN=Burn
option.PP_CRT_GLOW_GAIN.comment=How hard whatever passes the threshold blows out.
option.PP_CRT_GLOW_TINT=Tint
option.PP_CRT_GLOW_TINT.comment=Colours the halo, for a monitor that ran one phosphor.
option.PP_CRT_GLOW_JITTER=Sample Jitter
option.PP_CRT_GLOW_JITTER.comment=How scattered the samples building the halo are. Low is a clean blur, high a noisy analogue smear.
option.PP_CRT_GLOW_STEPS=Quality
option.PP_CRT_GLOW_STEPS.comment=How many rings of samples the halo is built from. §c[-]§r Each one costs three texture reads.
option.PP_VHS_TRACK_RATE=Rate
option.PP_VHS_TRACK_RATE.comment=How often a new band of interference appears.
option.PP_VHS_TRACK_SHIFT=Picture Tear
option.PP_VHS_TRACK_SHIFT.comment=How far the picture inside the band is dragged sideways.
option.PP_VHS_TRACK_BRIGHT=Brightness
option.PP_VHS_TRACK_BRIGHT.comment=How strongly the band burns through the picture.
option.PP_VHS_TRACK_DRIFT=Drift
option.PP_VHS_TRACK_DRIFT.comment=Makes the band crawl up the picture instead of jumping to a new place each time.
option.PP_VHS_TRACK_COUNT=Band Count
option.PP_VHS_TRACK_COUNT.comment=How many bands can be on screen at once.
option.PP_RETRO_PIXEL_GRID=Grid Lines
option.PP_RETRO_PIXEL_GRID.comment=Darkens the gap between cells. This is what separates a low resolution picture from a panel made of discrete lamps.
option.PP_RETRO_PIXEL_GRID_W=Grid Width
option.PP_RETRO_PIXEL_GRID_W.comment=How much of each cell the gap eats.
option.PP_RETRO_PIXEL_GRID_TINT=Grid Tint
option.PP_RETRO_PIXEL_GRID_TINT.comment=Colours the gap, for a panel with a coloured substrate behind it.
option.PP_RETRO_PIXEL_SCANLINE=Cell Falloff
option.PP_RETRO_PIXEL_SCANLINE.comment=Dims each cell towards its own top and bottom, so the lamps read as round rather than square.
option.PP_RETRO_PIXEL_GAIN=Brightness
option.PP_RETRO_PIXEL_GAIN.comment=Lifts the picture back up, since the grid and falloff take light out of it.
option.PP_VHS_GRAIN_SIZE=Grain Size
option.PP_VHS_GRAIN_SIZE.comment=How many screen pixels across one grain is.
option.PP_VHS_GRAIN_SHADOW=Shadow Weight
option.PP_VHS_GRAIN_SHADOW.comment=How much grain the dark parts carry. Real stock carries most of it here.
option.PP_VHS_GRAIN_HIGHLIGHT=Highlight Weight
option.PP_VHS_GRAIN_HIGHLIGHT.comment=How much grain the bright parts carry.
option.PP_VHS_GRAIN_TINT=Colour
option.PP_VHS_GRAIN_TINT.comment=How much the three channels grain independently, rather than together.
option.PP_VHS_GRAIN_STATIC=Frozen
option.PP_VHS_GRAIN_STATIC.comment=Holds one grain pattern instead of redrawing it every frame - a photograph rather than a running projector.
option.PP_RETRO_LEVELS_R=Red Levels
option.PP_RETRO_LEVELS_R.comment=Scales the level count for red on its own, for palettes that were not evenly split.
option.PP_RETRO_LEVELS_G=Green Levels
option.PP_RETRO_LEVELS_G.comment=Scales the level count for green on its own.
option.PP_RETRO_LEVELS_B=Blue Levels
option.PP_RETRO_LEVELS_B.comment=Scales the level count for blue on its own. Old hardware usually gave blue the fewest.
option.PP_RETRO_DITHER_SIZE=Dither Grid
option.PP_RETRO_DITHER_SIZE.comment=How large the ordered pattern is. Small is coarse and obvious, large nearly invisible.
option.PP_RETRO_DEPTH_GAMMA=Quantise Gamma
option.PP_RETRO_DEPTH_GAMMA.comment=Where the steps are placed. Above 100 they bunch into the shadows, which is where the eye can actually see them.
option.PP_RETRO_MONO_R=Red Weight
option.PP_RETRO_MONO_R.comment=How much red counts towards brightness.
option.PP_RETRO_MONO_G=Green Weight
option.PP_RETRO_MONO_G.comment=How much green counts towards brightness.
option.PP_RETRO_MONO_B=Blue Weight
option.PP_RETRO_MONO_B.comment=How much blue counts towards brightness. A low value is what made old film stock render blue skies almost white.
option.PP_RETRO_MONO_CONTRAST=Contrast
option.PP_RETRO_MONO_CONTRAST.comment=How far apart the light and dark ends are pushed.
option.PP_RETRO_MONO_LIFT=Black Lift
option.PP_RETRO_MONO_LIFT.comment=Raises the darkest tone, for a screen that never quite reached black.

value.PP_CRT_VIG_TINT.0=Neutral
value.PP_CRT_VIG_TINT.1=§aGreen
value.PP_CRT_VIG_TINT.2=§6Amber
value.PP_CRT_VIG_TINT.3=§bBlue
value.PP_CRT_GLOW_TINT.0=Neutral
value.PP_CRT_GLOW_TINT.1=§aGreen
value.PP_CRT_GLOW_TINT.2=§6Amber
value.PP_CRT_GLOW_TINT.3=§bBlue
value.PP_RETRO_PIXEL_GRID_TINT.0=Neutral
value.PP_RETRO_PIXEL_GRID_TINT.1=§aGreen
value.PP_RETRO_PIXEL_GRID_TINT.2=§6Amber
value.PP_RETRO_PIXEL_GRID_TINT.3=§bBlue
value.PP_VHS_GRAIN_STATIC.0=OFF
value.PP_VHS_GRAIN_STATIC.1=ON

screen.AUTO_EXPOSURE_SETTINGS=§eAuto Exposure
screen.AUTO_EXPOSURE_SETTINGS.comment=Lets the exposure follow how bright the scene actually is, the way an eye adjusts, instead of holding one fixed level everywhere.

option.AUTO_EXPOSURE=§eAuto Exposure
option.AUTO_EXPOSURE.comment=Measures the brightness of the scene each frame and moves the exposure towards a target. §e[*]§r The measurement is a log average, so one torch in a dark cave does not drag the whole reading the way a plain average would.
value.AUTO_EXPOSURE.0=OFF
value.AUTO_EXPOSURE.1=ON
option.AE_MODE=Direction
option.AE_MODE.comment=Which way the exposure is allowed to move. §eDarken Only§r is the one for caves: ordinary metering sees a dark scene and opens up, which is exactly what washes a light shaft out and leaves the rock around it evenly lit.
value.AE_MODE.0=Both Ways
value.AE_MODE.1=§eDarken Only
value.AE_MODE.2=§bBrighten Only
option.AE_STRENGTH=Strength
option.AE_STRENGTH.comment=How much of the measured adjustment is actually applied. At 100 the exposure follows the reading completely; lower blends it back towards the fixed setting.
option.AE_TARGET=Target Brightness
option.AE_TARGET.comment=The average brightness the scene is aimed at. Lower keeps everything darker and lets bright things blow out, which is what makes a shaft of light read as a shaft of light.
option.AE_MIN=Minimum Exposure
option.AE_MIN.comment=How far down the exposure may be pulled when the view is bright.
option.AE_MAX=Maximum Exposure
option.AE_MAX.comment=How far up the exposure may be pushed when the view is dark. Holding this at 100 stops dark places being lifted at all.
option.AE_SPEED_UP=Adjust Up Time
option.AE_SPEED_UP.comment=How long the exposure takes to open up, in hundredths of a second per step. A pupil opens slowly, so this is normally the longer of the two.
option.AE_SPEED_DOWN=Adjust Down Time
option.AE_SPEED_DOWN.comment=How long the exposure takes to close down. Walking into daylight should hurt for a moment, not for a minute.
option.AE_HIGHLIGHT_RESPONSE=Highlight Response
option.AE_HIGHLIGHT_RESPONSE.comment=How hard bright things pull the exposure down. §e[*]§r This is what darkens the world around a lamp when you look at one, and darkens it further the more of the screen the bright things cover. It answers only to how far the frame is skewed towards its highlights, so a bright day does not dim itself simply for being bright - see Highlight Threshold.
option.AE_HIGHLIGHT_KNEE=Highlight Threshold
option.AE_HIGHLIGHT_KNEE.comment=How far something has to stand out before it counts as a highlight. §e[*]§r Measured against the scene's own general level, so it follows the light rather than a fixed brightness. An ordinary lit scene sits around 110-130; the default of 140 is just above that, which is why daylight is left completely alone while a lamp - which sits at 500 and up - is not. Lower it and the effect starts reaching into ordinary scenes.
option.AE_LEVEL_RESPONSE=Follow Scene Level
option.AE_LEVEL_RESPONSE.comment=Classic auto exposure: brighten dark scenes, darken bright ones, regardless of what is in them. §e[*]§r Off by default, because this is the part that makes a bright day quietly dim itself and a cave quietly light up. Turn it up if you want a camera that chases the light level as well as one that reacts to lamps. Target Level below is what it aims for.
option.AE_CENTRE=Centre Bias
option.AE_CENTRE.comment=How much the middle of the screen decides the exposure. §e[*]§r At 0 the whole frame counts equally, so a bright sky at the top drags the reading down on everything below it. Turned up, the exposure follows what you are actually looking at, and the corners fade out of the measurement rather than being cut off - there is no hard edge to the metered area at any setting.
option.AE_SAMPLES=Metering Samples
option.AE_SAMPLES.comment=How many points of the frame are measured each frame. §e[*]§r They are placed on a low-discrepancy sequence that covers the screen evenly at any count and advances every frame, so raising this steadies the reading rather than changing it. Costs one pixel's worth of work per frame no matter what it is set to - the whole measurement runs in a single thread.
option.AE_DARK_WEIGHT=Shadow Weight
option.AE_DARK_WEIGHT.comment=How much the darker half of the frame pulls the exposure. §e[*]§r Raise it and the shader exposes for the shadows, letting bright areas blow out - which is what you want walking out of a mine. At 100 it counts for exactly its share of the screen and nothing more.
option.AE_BRIGHT_WEIGHT=Highlight Weight
option.AE_BRIGHT_WEIGHT.comment=How much the brighter half of the frame pulls the exposure. §e[*]§r Raise it to protect skies and lamps from blowing out, at the cost of letting the shadows go black. Set both weights to 100 and the exposure is a plain average of the frame.

option.CAVE_FOG_SKY_RELEASE=Cave Fog Sky Release
option.CAVE_FOG_SKY_RELEASE.comment=How much daylight reaching your eyes cancels the cave fog. Standing in a shaft reads as full daylight however deep you are, and at 100 that alone switches the fog off and makes the whole cavern visible at once. Lower values keep the cave a cave; the deeper you stand, the less say the light overhead gets.


screen.CLOUD_UNBOUNDP_SETTINGS=Unbound+ Cloud Settings
screen.CLOUD_UNBOUNDP_SETTINGS.comment=The second cloud deck that "Unbound+" lays above the ordinary Unbound clouds. §e[*]§r It is the same renderer with its own numbers, set up flat - higher, wider and thinner, so the puffy deck passes underneath it. §e[*]§r The deck below is Unbound itself, so it is still governed by "Unbound Cloud Settings" and by Cloud Altitude and Cloud Speed above. §e[*]§r Only used when Cloud Style is set to "Unbound+".



screen.MODS_SETTINGS=Mods
screen.MODS_SETTINGS.comment=Settings for features that only exist when a particular mod is installed. §e[*]§r Empty at the moment: nothing the pack ships needs a mod to work.



screen.DEBUG_SETTINGS=Debug
screen.DEBUG_SETTINGS.comment=Every diagnostic view in the pack, gathered in one place. §e[*]§r Each one replaces the finished frame with one stage of the pipeline, so a fault can be pinned on the stage that produces it instead of on the one that shows it. §c[-]§r All of them are OFF by default and none of them costs anything while it is. §e[*]§r Remember to switch them back off -- several look plausible enough at a glance to be mistaken for a broken shader.

option.VX_DEBUG=Ray Trace View
option.VX_DEBUG.comment=Shows the voxel tracer itself rather than the light it produces. §e[*]§r §oVoxel Colour§r is what a bounce reflects off -- a surface stored in the wrong colour throws wrong-coloured light no matter how good the trace is. §e[*]§r §oDistance Field§r is how far the tracer believes it can step without hitting anything, drawn as contours; a fault in the field shows as a kink in a contour long before it shows as a shade. §e[*]§r §oCascade Level§r is which resolution of that field is being read, and comes out as boxes nested around you -- an artefact that follows you is usually born on one of those seams. §e[*]§r §oSky Exposure§r is the per-voxel sky value the bounce is traced against, black none to white full. §e[*]§r §oBounce Hit§r fires one ray along the surface normal and paints what it landed on, so you can see where the light on a surface is coming from; dark blue means it escaped to open sky. §e[*]§r §oBounce Distance§r is how far that ray got, blue near to red at the limit, black if it escaped. §e[*]§r §oTrace Cost§r is what that ray cost against its step budget, green cheap to red spent -- this is the one to read about frame time, and every red pixel is paying that cost once per GI sample, not once per frame. §e[*]§r The probe is fired along the normal rather than in a random direction so the picture holds still while you look at it.
value.VX_DEBUG.0=OFF
value.VX_DEBUG.1=Voxel Colour
value.VX_DEBUG.2=Distance Field
value.VX_DEBUG.3=Cascade Level
value.VX_DEBUG.4=Sky Exposure
value.VX_DEBUG.5=Bounce Hit
value.VX_DEBUG.6=Bounce Distance
value.VX_DEBUG.7=Trace Cost

option.SELECT_OUTLINE_BETTER=§eBetter SO
option.SELECT_OUTLINE_BETTER.comment=Traces the selected block's own texture instead of only boxing it. The rim is drawn on the EMPTY side of the boundary, just outside the shape, so it reads as an outline rather than filling the shape in. §e[*]§r Glow lichen, vines, a ladder, a rail: all of them are a cutout painted on a full-size quad, so the ordinary outline draws a rectangle around a shape that fills almost none of it. This follows the shape itself -- its silhouette and the holes inside it -- and leaves the box where it is. §e[*]§r Solid blocks are untouched and need no list: the trace only fires where the texture actually turns transparent, and samples are clamped to the sprite so a stone block can never see the transparent one packed next to it in the atlas. §e[*]§r Uses the outline colour from this page in every mode except Rainbow, where it matches the animated box. In §oDefault§r the box is vanilla black, so the traced line uses the colour chosen here to stay visible. §c[-]§r Iris only -- it needs the selected-block position, which OptiFine does not provide. §e[*]§r Default: §aOFF§r.
value.SELECT_OUTLINE_BETTER.0=OFF
value.SELECT_OUTLINE_BETTER.1=ON

option.SELECT_OUTLINE_BETTER_WIDTH=Better SO Width
option.SELECT_OUTLINE_BETTER_WIDTH.comment=Thickness of the traced rim, in screen pixels. §e[*]§r Measured on screen rather than in texture texels on purpose: a texel-wide line is a hairline from across the room and a slab up close, while this one keeps the weight of the box it sits inside at any distance. §e[*]§r Default: §a1.00§r.

option.SELECT_OUTLINE_BETTER_IGNORE_LEAVES=Better SO Ignore Leaves
option.SELECT_OUTLINE_BETTER_IGNORE_LEAVES.comment=Leaves out leaf blocks. §e[*]§r A leaf block is holes all the way through, so tracing one draws a rim around every gap in the canopy at once and reads as noise rather than as an outline. §e[*]§r Off, leaves are traced like anything else. §e[*]§r Default: §aON§r.
value.SELECT_OUTLINE_BETTER_IGNORE_LEAVES.0=OFF
value.SELECT_OUTLINE_BETTER_IGNORE_LEAVES.1=ON

option.CLOUD_OUTLINE=Cloud Outline
option.CLOUD_OUTLINE.comment=Draws an outline along the silhouette of the clouds, so they are edged like the world below them instead of being the one soft thing in the frame. §e[*]§r Costs nothing measurable: the edge comes from the screen-space rate of change of the clouds' own coverage, which is one instruction and no extra sampling. §e[*]§r Independent of World Outline -- either can be on without the other. §e[*]§r Default: §aOFF§r.
value.CLOUD_OUTLINE.0=OFF
value.CLOUD_OUTLINE.1=ON
value.WORLD_OUTLINE.0=OFF
value.WORLD_OUTLINE.1=ON
value.DARK_OUTLINE.0=OFF
value.DARK_OUTLINE.1=ON


screen.PP_CINEMA_SETTINGS=Cinematic
screen.PP_CINEMA_SETTINGS.comment=The two things a frame needs to read as film that the rest of the pack has no control for: the shape of the frame, and grain. §e[*]§r Everything else a cinematic look is made of already exists elsewhere here -- the tonemap, the colour temperature, bloom, motion blur, depth of field -- so nothing on this page duplicates them. §e[*]§r Both run dead last, after every effect that replaces the frame rather than adding to it.

option.CINEMA_LETTERBOX=Letterbox
option.CINEMA_LETTERBOX.comment=Matte bars top and bottom, sized to crop the window to a chosen aspect. §e[*]§r Sized from the real aspect of your window rather than as a fixed fraction of its height, so the frame inside them is the ratio you asked for on any display. §e[*]§r A window already wider than the target gets no bars at all. §e[*]§r Default: §aOFF§r.
value.CINEMA_LETTERBOX.0=OFF
value.CINEMA_LETTERBOX.1=ON

option.CINEMA_LETTERBOX_RATIO=Aspect Ratio
option.CINEMA_LETTERBOX_RATIO.comment=The aspect the bars crop to, times one hundred. §e[*]§r §o239§r is anamorphic scope, the widest thing in common use and what most modern features are shot in. §o185§r is the other standard theatrical ratio. §o166§r and §o178§r barely crop a 16:9 window at all. §e[*]§r Default: §a239§r.

option.CINEMA_GRAIN=Film Grain
option.CINEMA_GRAIN.comment=Grain weighted the way film grains, strongest in the midtones and falling away at both ends. §e[*]§r That is not a stylistic choice: grain is the statistics of how many crystals happened to develop, so where almost none or almost all of them did -- deep shadow and blown highlight -- there is nothing left to vary. Applying it flat is what makes digital grain look like noise sitting on the picture instead of being part of it. §e[*]§r Achromatic for the same reason: scanned colour negative grain is dominated by luminance, and per-channel noise reads as chroma error. §e[*]§r Default: §aOFF§r.
value.CINEMA_GRAIN.0=OFF
value.CINEMA_GRAIN.1=ON

option.CINEMA_GRAIN_I=Grain Strength
option.CINEMA_GRAIN_I.comment=How far the grain swings, in thousandths. §e[*]§r Worth keeping low -- it reads as texture at values you can barely see in a screenshot and as noise well before it looks like a fast stock. §e[*]§r Default: §a30§r.

option.CINEMA_GRAIN_SIZE=Grain Size
option.CINEMA_GRAIN_SIZE.comment=Size of one grain, in screen pixels. §e[*]§r One is the finest and the most honest at high resolution; larger reads as a faster, coarser stock and survives video compression better. §e[*]§r Default: §a1§r.


screen.PP_FILTER_SETTINGS=Filters
screen.PP_FILTER_SETTINGS.comment=Photographic filters applied to the finished frame. §e[*]§r Two kinds are mixed together on purpose: some are §oprocesses§r -- what a real stock, a real chemical treatment or a real piece of glass in front of the lens actually does to a picture -- and the rest are ordinary grades that simply look good. §e[*]§r Only the selected one is compiled, so the length of the list costs nothing.

option.PP_FILTERS=Filters
option.PP_FILTERS.comment=Applies a photographic filter to the finished frame. §c[-]§r The §f§lCinematic§r post profile forces this ON with Golden Hour at 70%, and a post profile cannot show that here -- this page keeps displaying your own stored choice while the shader compiles with the preset's. §e[*]§r Runs before the film grain and the letterbox: a filter is glass in front of the lens, not something sprinkled on the print. §e[*]§r Default: §aOFF§r.
value.PP_FILTERS.0=OFF
value.PP_FILTERS.1=ON

option.PP_FILTER_LOOK=Filter
option.PP_FILTER_LOOK.comment=Which look to apply. §e[*]§r §bReversal and negative§r: Warm Chrome, Vivid Slide, Portrait Negative, Consumer Negative, Tungsten Night, Expired Film, Instant Print. §e[*]§r §bLab processes§r: Bleach Bypass, Cross Process, Three-Strip, Sepia, Cyanotype, Selenium Tone. §e[*]§r §bMonochrome§r: Black and White, Orthochromatic, Red Filter Mono, Infrared, Noir. §e[*]§r §bGrades§r: Day for Night, Faded Print, Teal and Orange, Golden Hour, Cold Morning, Sunset Push. §e[*]§r Pair any of them with Strength -- most are far more usable at a third than at full.
value.PP_FILTER_LOOK.1=§6§lWarm §e§lChrome
value.PP_FILTER_LOOK.2=§a§lVivid §2§lSlide
value.PP_FILTER_LOOK.3=§e§oPortrait §6§oNegative
value.PP_FILTER_LOOK.4=§2§oConsumer §a§oNegative
value.PP_FILTER_LOOK.5=§6§lTungsten §1§lNight
value.PP_FILTER_LOOK.6=§f§lBleach §7§oBypass
value.PP_FILTER_LOOK.7=§d§lCross §5§lProcess
value.PP_FILTER_LOOK.8=§c§lThree§f-§9§lStrip
value.PP_FILTER_LOOK.9=§e§oDay §7for §1§l§oNight
value.PP_FILTER_LOOK.10=§8§lBlack §7and §f§lWhite
value.PP_FILTER_LOOK.11=§7§oOrtho§f§ochromatic
value.PP_FILTER_LOOK.12=§4§lRed §8§lFilter §7Mono
value.PP_FILTER_LOOK.13=§c§lInfra§d§l§nred
value.PP_FILTER_LOOK.14=§6§l§oSepia
value.PP_FILTER_LOOK.15=§1§lCyano§3§otype
value.PP_FILTER_LOOK.16=§8§lSelenium §5§oTone
value.PP_FILTER_LOOK.17=§7§oFaded §8§oPrint
value.PP_FILTER_LOOK.18=§3§lTeal §f& §6§lOrange
value.PP_FILTER_LOOK.19=§6§lGolden §e§l§oHour
value.PP_FILTER_LOOK.20=§b§oCold §f§oMorning
value.PP_FILTER_LOOK.21=§6§lSunset §d§lPush
value.PP_FILTER_LOOK.22=§8§l§nNoir
value.PP_FILTER_LOOK.23=§5§oExpired §d§oFilm
value.PP_FILTER_LOOK.24=§f§lInstant §7§oPrint

option.PP_FILTER_I=Strength
option.PP_FILTER_I.comment=How far the filter is crossfaded against the ungraded frame. §e[*]§r This is what makes a look usable instead of all-or-nothing -- the heavier ones (Cross Process, Infrared, Three-Strip, Noir) are worth trying at a quarter before anything else. §e[*]§r Default: §a100%§r.
suffix.PP_FILTER_I=%

option.SKY_GLARE_SIZE=Sun/Moon Glare Size
option.SKY_GLARE_SIZE.comment=How wide the halo around the sun spreads, as a percentage of the original. §e[*]§r The strength slider above only ever scaled the glare; this is what decides whether the sun reads as a disc or as a bright patch over a quarter of the sky. §e[*]§r Lower is tighter. §e[*]§r Default: §a65§r.
suffix.SKY_GLARE_SIZE=%

screen.MISC_SETTINGS=Misc
screen.MISC_SETTINGS.comment=Room set aside for features that do not belong to any of the tabs above. §e[*]§r Stars, particles and the cinematic frame live here, and so does anything put in Fun.


screen.STAR_SETTINGS=Stars
screen.STAR_SETTINGS.comment=The pack's own star field. §e[*]§r A star here is a §ocell§r: the sky is covered by a grid, the noise is sampled once per cell, and a cell either holds a star or it does not. That is worth knowing because it explains the shape controls -- roundness and softness are about where a pixel sits §oinside§r its cell, and at the default size a cell is about a pixel across, so they do nothing until stars are made bigger. §e[*]§r Brightness 100 with the colours untouched is exactly the field the pack always drew.

option.STAR_BRIGHTNESS=Star Brightness
option.STAR_BRIGHTNESS.comment=Overall brightness of the field. §e[*]§r 100 is the pack's original value. §e[*]§r Default: §a100%%§r.
suffix.STAR_BRIGHTNESS=%

option.STAR_SIZE=Star Size
option.STAR_SIZE.comment=Size of one star, as a percentage of the original. §e[*]§r Larger stars means §ofewer§r stars: the size divides the grid, so making them bigger makes the cells bigger and there are fewer of them in the sky. That is the honest trade -- a field of large, dense stars is not a sky, it is static. §e[*]§r Round Stars and Softness only start to show above about 150. §e[*]§r Default: §a100%%§r.
suffix.STAR_SIZE=%

option.HIDE_VANILLA_STARS=Hide Vanilla Stars
option.HIDE_VANILLA_STARS.comment=Throws away Minecraft's own star layer. §e[*]§r ON is the pack's normal behaviour -- it draws its own field and vanilla's would sit under it on a fixed grid. §e[*]§r OFF draws both. §e[*]§r Default: §aON§r.
value.HIDE_VANILLA_STARS.0=OFF
value.HIDE_VANILLA_STARS.1=ON

option.STAR_ROUND=Round Stars
option.STAR_ROUND.comment=Gives a star a disc instead of filling its whole cell. §e[*]§r Off, every pixel of a chosen cell gets the full value, which is why the original stars are square. §e[*]§r Needs Star Size well above 100 to be visible at all -- a disc inside a one-pixel cell is still one pixel. §e[*]§r Default: §aOFF§r.
value.STAR_ROUND.0=OFF
value.STAR_ROUND.1=ON

option.STAR_SOFTNESS=Star Softness
option.STAR_SOFTNESS.comment=How far a round star fades out toward its edge. §e[*]§r Never goes fully hard even at zero: a hard disc on a grid this fine aliases into a field of flickering dots. §e[*]§r Round Stars only. §e[*]§r Default: §a0§r.
suffix.STAR_SOFTNESS=%

option.STAR_TWINKLE=Twinkling Stars
option.STAR_TWINKLE.comment=How deeply stars pulse. §e[*]§r Each star gets its own phase from its cell, so they do not all breathe together -- a field pulsing in unison reads as a flickering screen, not as sky. §e[*]§r Default: §a0§r.
suffix.STAR_TWINKLE=%

option.STAR_TWINKLE_SPEED=Twinkle Speed
option.STAR_TWINKLE_SPEED.comment=How fast that pulse runs. §e[*]§r Default: §a100%%§r.
suffix.STAR_TWINKLE_SPEED=%

option.STAR_LAYER=Star Layer
option.STAR_LAYER.comment=Adds a second, finer and dimmer field on its own grid. §e[*]§r Real depth is not available -- the sky is a dome and every star sits on it -- but two densities at once read as more sky than one does. §e[*]§r Default: §aOFF§r.
value.STAR_LAYER.0=OFF
value.STAR_LAYER.1=ON

option.STAR_DAYLIGHT=Daylight Stars
option.STAR_DAYLIGHT.comment=How far stars survive into the day. §e[*]§r The field is normally faded out toward noon and again whenever the sun is up; this mixes that fade back toward none. §e[*]§r Default: §a0§r.
suffix.STAR_DAYLIGHT=%

screen.STAR_COLOR_SETTINGS=Star Colors
screen.STAR_COLOR_SETTINGS.comment=The colour of the field, and how much stars differ from each other.

option.STAR_COLOR_VARIATION=Color Variation
option.STAR_COLOR_VARIATION.comment=How much stars differ in colour from one another. §e[*]§r The spread runs blue on one side and orange on the other rather than being a random hue, because that is what varying star temperature actually does -- a field of random colours reads as confetti, not as sky. §e[*]§r Default: §a0§r.
suffix.STAR_COLOR_VARIATION=%

option.STAR_COL_R=Star Red
option.STAR_COL_R.comment=Red of the base star colour. §e[*]§r Default: §a38§r.
option.STAR_COL_G=Star Green
option.STAR_COL_G.comment=Green of the base star colour. §e[*]§r Default: §a40§r.
option.STAR_COL_B=Star Blue
option.STAR_COL_B.comment=Blue of the base star colour. §e[*]§r The default sits slightly above red and green, which is what makes the field read cool rather than white. §e[*]§r Default: §a50§r.

screen.SHOOTING_STAR_SETTINGS=Shooting Stars
screen.SHOOTING_STAR_SETTINGS.comment=Streaks crossing the sky. §e[*]§r Nothing is spawned or tracked -- this pass keeps no memory between frames. Time is cut into slots, each slot is given a random start, direction and a roll against the rate, and the streak is drawn wherever that roll implies for how far into the slot we are. The same slot always produces the same streak, which is what lets a stateless pass animate one at all.

option.SHOOTING_STARS=Shooting Stars
option.SHOOTING_STARS.comment=Draws occasional streaks across the night sky. §e[*]§r Default: §aOFF§r.
value.SHOOTING_STARS.0=OFF
value.SHOOTING_STARS.1=ON

option.SHOOTING_STARS_RATE=Interval
option.SHOOTING_STARS_RATE.comment=Seconds per slot. §e[*]§r Longer means rarer -- roughly half of all slots fire, so this is about twice the average wait. §e[*]§r Default: §a30§r.
suffix.SHOOTING_STARS_RATE=s

option.SHOOTING_STARS_I=Brightness
option.SHOOTING_STARS_I.comment=How bright a streak is. §e[*]§r Default: §a100%%§r.
suffix.SHOOTING_STARS_I=%

option.SHOOTING_STARS_LENGTH=Trail Length
option.SHOOTING_STARS_LENGTH.comment=How far the trail stretches behind the head. §e[*]§r Default: §a100%%§r.
suffix.SHOOTING_STARS_LENGTH=%

option.SHOOTING_STARS_SPEED=Speed
option.SHOOTING_STARS_SPEED.comment=How fast a streak crosses the sky. §e[*]§r Default: §a100%%§r.
suffix.SHOOTING_STARS_SPEED=%




screen.FUN_SETTINGS=Fun
screen.FUN_SETTINGS.comment=Effects that are here to be funny rather than to look right. Switches only - no settings, because a joke you have to tune is not one. §e[*]§r Several are deliberately hideous, none is on by default, and none of them tries to cooperate with the others - switching two on at once is your business and occasionally your problem.

option.FUN_JELLO=Wobble Everything
option.FUN_JELLO.comment=The waving that leaves and grass get, handed to §oevery block in the game§r. §e[*]§r Weighted by height within each block, so the top of a block wanders while its bottom stays put - that is the difference between jelly and an earthquake.
value.FUN_JELLO.0=OFF
value.FUN_JELLO.1=ON
option.FUN_KABOOM=§c§lKABOOM
option.FUN_KABOOM.comment=The world throws itself away from you and comes back, forever. §e[*]§r Every block gets its own random distance, so it scatters rather than inflating.
value.FUN_KABOOM.0=OFF
value.FUN_KABOOM.1=ON
option.FUN_CIRCLE=§e§lCIRCLE ME
option.FUN_CIRCLE.comment=Every block becomes a ball. §e[*]§r Done by throwing away the corners of each face and bending the normal as though what is left sat on a sphere - so there are gaps between the balls, and you can see straight through the world in places. That is what a world made of balls looks like.
value.FUN_CIRCLE.0=OFF
value.FUN_CIRCLE.1=ON
option.FUN_DISCO=§dDisco Inferno
option.FUN_DISCO.comment=Blocks pulse through the spectrum by where they are. §e[*]§r Keyed to world coordinates, not to the screen, so the pattern is nailed to the map and you walk through it.
value.FUN_DISCO.0=OFF
value.FUN_DISCO.1=ON
option.FUN_SHUFFLE=Identity Crisis
option.FUN_SHUFFLE.comment=Every block wears some other block's texture. §e[*]§r It jumps to another tile of the atlas, and the atlas holds items and odd scraps as well as blocks, so a fair number of rolls come up as nonsense. That is the joke and not a fault. §e[*]§r At speed 0.00 each block keeps whatever it first drew, which is chaotic but stable.
value.FUN_SHUFFLE.0=OFF
value.FUN_SHUFFLE.1=ON

option.FUN_RAINBOW=§dTaste the Rainbow
option.FUN_RAINBOW.comment=The whole picture cycles through the spectrum.
value.FUN_RAINBOW.0=OFF
value.FUN_RAINBOW.1=ON
option.FUN_BIZARRO=Opposite Day
option.FUN_BIZARRO.comment=Negative. §e[*]§r Applied first of the screen effects, so the rest grade an already inverted picture rather than inverting a graded one.
value.FUN_BIZARRO.0=OFF
value.FUN_BIZARRO.1=ON
option.FUN_PREDATOR=§c§lGET TO THE CHOPPA
option.FUN_PREDATOR.comment=Thermal vision. Brightness becomes temperature and colour is thrown away.
value.FUN_PREDATOR.0=OFF
value.FUN_PREDATOR.1=ON
option.FUN_FRIED=§6§lEXTRA CRISPY
option.FUN_FRIED.comment=Saturation and contrast pushed until the image gives up. §e[*]§r Combine with Potato for the full experience.
value.FUN_FRIED.0=OFF
value.FUN_FRIED.1=ON
option.FUN_ROULETTE=Channel Surfing
option.FUN_ROULETTE.comment=Red, green and blue swap places on a timer. You never know which one you are looking at.
value.FUN_ROULETTE.0=OFF
value.FUN_ROULETTE.1=ON
option.FUN_UPSIDE=§5The Upside Down
option.FUN_UPSIDE.comment=The world, upside down. §e[*]§r Applied at the sampling stage, so everything after it is flipped too - including your own hand.
value.FUN_UPSIDE.0=OFF
value.FUN_UPSIDE.1=ON
option.FUN_TUNNEL=Peephole
option.FUN_TUNNEL.comment=Everything outside a small circle goes black.
value.FUN_TUNNEL.0=OFF
value.FUN_TUNNEL.1=ON
option.FUN_POTATO=Runs On A Potato
option.FUN_POTATO.comment=Large pixels and almost no colours. §e[*]§r The pixels are done by genuinely sampling the frame less often rather than by blurring it afterwards, so this actually looks like a low resolution image and not like a photograph of one.
value.FUN_POTATO.0=OFF
value.FUN_POTATO.1=ON


screen.COMING_SOON=§8Coming Soon...
screen.COMING_SOON.comment=§8Nothing here yet.
