# shaders/lang/en_us.lang

# Boolean option value labels (0=OFF, 1=ON)

value.KUWAHARA_ENABLED.0=§4Off
value.KUWAHARA_ENABLED.1=§2On

value.FOG_ENABLED.0=§4Off
value.FOG_ENABLED.1=§2On

value.WATER_FOG_ENABLED.0=§4Off
value.WATER_FOG_ENABLED.1=§2On

value.GEOMETRIC_OUTLINES.0=§4Off
value.GEOMETRIC_OUTLINES.1=§2On

value.TEXTURE_OUTLINES.0=§4Off
value.TEXTURE_OUTLINES.1=§2On

value.ENABLE_SKY_TEXTURE_OUTLINES.0=§4Off
value.ENABLE_SKY_TEXTURE_OUTLINES.1=§2On

value.PENCIL_LINE_VARIATION.0=§4Off
value.PENCIL_LINE_VARIATION.1=§2On

value.ENABLE_SOFT_PENCIL_LINE.0=§4Off
value.ENABLE_SOFT_PENCIL_LINE.1=§2On

value.COLOR_ADAPTIVE_PENCIL.0=§4Off
value.COLOR_ADAPTIVE_PENCIL.1=§2On

value.SCALE_HATCHING_WITH_DARKNESS.0=§4Off
value.SCALE_HATCHING_WITH_DARKNESS.1=§2On

value.HATCHING_LINE_SKIP_ENABLED.0=§4Off
value.HATCHING_LINE_SKIP_ENABLED.1=§2On

value.DISABLE_TEXTURES.0=§4Off
value.DISABLE_TEXTURES.1=§2On

value.TEXTURE_PAPER_STYLE.0=§4Off
value.TEXTURE_PAPER_STYLE.1=§2On

value.CANVAS_PAINT_THICKNESS_ENABLED.0=§4Off
value.CANVAS_PAINT_THICKNESS_ENABLED.1=§2On

value.ENABLE_TEXTURE_OUTLINES.0=§4Off
value.ENABLE_TEXTURE_OUTLINES.1=§2On

value.ENABLE_DIRECTIONAL_LIGHTING.0=§4Off
value.ENABLE_DIRECTIONAL_LIGHTING.1=§2On

value.ENABLE_VORONOI_DISTORTION.0=§4Off
value.ENABLE_VORONOI_DISTORTION.1=§2On

value.VORONOI_BLOCK_DISTORTION.0=§4Off
value.VORONOI_BLOCK_DISTORTION.1=§2On

value.VORONOI_ENTITY_DISTORTION.0=§4Off
value.VORONOI_ENTITY_DISTORTION.1=§2On

value.VORONOI_VIEWMODEL_DISTORTION.0=§4Off
value.VORONOI_VIEWMODEL_DISTORTION.1=§2On

value.ENABLE_SHADOWS.0=§4Off
value.ENABLE_SHADOWS.1=§2On

value.COLORED_SHADOWS.0=§4Off
value.COLORED_SHADOWS.1=§2On

value.SOFT_SHADOWS.0=§4Off
value.SOFT_SHADOWS.1=§2On

value.SHADOW_DISTORTION.0=§4Off
value.SHADOW_DISTORTION.1=§2On

value.BLOOM_ENABLED.0=§4Off
value.BLOOM_ENABLED.1=§2On

value.PIXEL_BLOOM.0=§4Off
value.PIXEL_BLOOM.1=§2On

value.WHITE_VIGNETTE_ENABLED.0=§4Off
value.WHITE_VIGNETTE_ENABLED.1=§2On

value.DRAW_ON_ENABLED.0=§4Off
value.DRAW_ON_ENABLED.1=§2On

value.COLOR_GRADING_ENABLED.0=§4Off
value.COLOR_GRADING_ENABLED.1=§2On

value.PURKINJE_ENABLED.0=§4Off
value.PURKINJE_ENABLED.1=§2On

value.ADVANCED_GRAIN_SYSTEM.0=§4Off
value.ADVANCED_GRAIN_SYSTEM.1=§2On

value.PENCIL_GRAIN_ENABLED.0=§4Off
value.PENCIL_GRAIN_ENABLED.1=§2On

value.UNCUBE_DISTANCE_SCALING.0=§4Off
value.UNCUBE_DISTANCE_SCALING.1=§2On

value.UNCUBE_TIME_SYNC.0=§4Off
value.UNCUBE_TIME_SYNC.1=§2On

value.COLOR_GRID_ENABLED.0=§4Off
value.COLOR_GRID_ENABLED.1=§2On

value.ADAPTIVE_COLOR_STRENGTH.0=§4Off
value.ADAPTIVE_COLOR_STRENGTH.1=§2On

value.GENERATE_SURFACE_HATCHING.0=§4Off
value.GENERATE_SURFACE_HATCHING.1=§2On

value.SPEED_LINES_ENABLED.0=§4Off
value.SPEED_LINES_ENABLED.1=§2On

value.SPEED_LINE_WHITE.0=Black
value.SPEED_LINE_WHITE.1=White

value.SPEED_LINES_STATIC.0=§4Off
value.SPEED_LINES_STATIC.1=§2On

value.PALETTE_ENABLED.0=§4Off
value.PALETTE_ENABLED.1=§2On

value.STARS_ENABLED.0=§4Off
value.STARS_ENABLED.1=§2On

value.ENABLE_ENTITY_DISTORTION.0=§4Off
value.ENABLE_ENTITY_DISTORTION.1=§2On

value.CLOUDS.0=§4Off
value.CLOUDS.1=§2Volumetric
value.CLOUDS.2=§6Vanilla

value.CEL_SHADING_ENABLED.0=§4Off
value.CEL_SHADING_ENABLED.1=§2On

value.PENCIL_DUST_ENABLED.0=§4Off
value.PENCIL_DUST_ENABLED.1=§2On

value.PENCIL_BLEND_MODE.0=Multiply
value.PENCIL_BLEND_MODE.1=Screen

value.PALETTE_BRAND.0=§eCustom 1xN Palette
value.PALETTE_BRAND.1=§aCustom LUT Palette
value.PALETTE_BRAND.2=§6Faber-Castell Polychromos
value.PALETTE_BRAND.3=§dPrismacolor Premier
value.PALETTE_BRAND.4=§bAuto

value.PALETTE_PRESERVE_LUMINANCE.0=§4Off
value.PALETTE_PRESERVE_LUMINANCE.1=§2On

value.SHADING_ENABLED.0=§4Off
value.SHADING_ENABLED.1=§2On

value.ENABLE_SHADOWS.STYLE_ENABLE_SHADOWS=§bAuto
value.KUWAHARA_ENABLED.STYLE_KUWAHARA_ENABLED=§bAuto
value.GRAYSCALE_STRENGTH.STYLE_GRAYSCALE_STRENGTH=§bAuto
value.TEXTURE_PAPER_STYLE.STYLE_TEXTURE_PAPER=§bAuto
value.ADVANCED_GRAIN_SYSTEM.STYLE_ADVANCED_GRAIN_SYSTEM=§bAuto
value.OUTLINE_STRENGTH.STYLE_OUTLINE_STRENGTH=§bAuto
value.ENABLE_VORONOI_DISTORTION.STYLE_ENABLE_VORONOI_DISTORTION=§bAuto
value.PENCIL_CORE_STRENGTH.STYLE_PENCIL_CORE_STRENGTH=§bAuto
value.DISABLE_TEXTURES.STYLE_DISABLE_TEXTURES=§bAuto
value.PIXEL_BLOOM.STYLE_PIXEL_BLOOM=§bAuto
value.ENABLE_SKY_TEXTURE_OUTLINES.STYLE_ENABLE_SKY_TEXTURE_OUTLINES=§bAuto
value.PENCIL_R.STYLE_PENCIL_R=§bAuto
value.PENCIL_G.STYLE_PENCIL_G=§bAuto
value.PENCIL_B.STYLE_PENCIL_B=§bAuto
value.HATCHING_STRENGTH.STYLE_HATCHING_STRENGTH=§bAuto
value.GEOMETRIC_THICKNESS.STYLE_GEOMETRIC_THICKNESS=§bAuto
value.TEXTURE_THICKNESS.STYLE_TEXTURE_THICKNESS=§bAuto
value.SHADING_ENABLED.STYLE_SHADING_ENABLED=§bAuto
value.COLOR_ADAPTIVE_PENCIL.STYLE_COLOR_ADAPTIVE_PENCIL=§bAuto
value.PENCIL_BLEND_MODE.STYLE_PENCIL_BLEND_MODE=§bAuto
value.PAPER_HUE.STYLE_PAPER_HUE=§bAuto
value.PAPER_SATURATION.STYLE_PAPER_SATURATION=§bAuto
value.PAPER_WHITENESS.STYLE_PAPER_WHITENESS=§bAuto
value.SHADING_STYLE.STYLE_SHADING_STYLE=§bAuto
value.CEL_SHADING_ENABLED.STYLE_CEL_SHADING_ENABLED=§bAuto
value.ENABLE_SOFT_PENCIL_LINE.STYLE_ENABLE_SOFT_PENCIL_LINE=§bAuto
value.PENCIL_DUST_ENABLED.STYLE_PENCIL_DUST_ENABLED=§bAuto
value.ENABLE_WORLD_GRID.STYLE_ENABLE_WORLD_GRID=§bAuto
value.ENABLE_AIR_GRID.STYLE_ENABLE_AIR_GRID=§bAuto
value.SURFACE_TEXTURE_TYPE.STYLE_SURFACE_TEXTURE_TYPE=§bAuto

value.SURFACE_TEXTURE_TYPE.0=§7None
value.SURFACE_TEXTURE_TYPE.1=§fPaper
value.SURFACE_TEXTURE_TYPE.2=§6Canvas

value.SHADING_STYLE.0=§bHatching Only
value.SHADING_STYLE.1=§dBen-Day Dots Only
value.SHADING_STYLE.2=§6Hybrid

value.DOT_SKIP_ENABLED.0=§4Off
value.DOT_SKIP_ENABLED.1=§2On

# Drawing Style value labels
value.DRAWING_STYLE.1=§aPencil on Paper
value.DRAWING_STYLE.2=§bColor Pencil
value.DRAWING_STYLE.3=§9Pen on Paper
value.DRAWING_STYLE.4=§dPainterly
value.DRAWING_STYLE.5=§8Outline Pencil
value.DRAWING_STYLE.6=§1Blueprint
value.DRAWING_STYLE.7=§7Chalkboard
value.DRAWING_STYLE.8=§eComic
value.DRAWING_STYLE.9=§fTextureless Comic

# Performance profiles
profile.POTATO=§aPotato
profile.LOW=§aLow  
profile.MEDIUM=§aMedium
profile.HIGH=§eHigh (Default)
profile.ULTRA=§4§lUltra
profile.SCREENSHOT=§4§lScreenshot (not gameplay)

# Suffix labels
suffix.shadowMapResolution=px
suffix.shadowDistance=blocks
suffix.PAPER_TEXTURE_SCALE=x
suffix.GRAIN_HEIGHT_SCALE=x
suffix.HATCHING_DENSITY=x
suffix.HATCHING_ANGLE1=°
suffix.HATCHING_ANGLE2=°
suffix.DOT_GRID_ANGLE=°
suffix.sunPathRotation=°

# Godrays boolean
value.GODRAYS_ENABLED.0=§4Off
value.GODRAYS_ENABLED.1=§2On

value.GODRAY_DUAL_TWILIGHT.0=§4Off
value.GODRAY_DUAL_TWILIGHT.1=§2On

value.HANDHELD_LIGHT.0=§4Off
value.HANDHELD_LIGHT.1=§2On

value.CLOUD_STYLE.0=Vanilla
value.CLOUD_STYLE.1=Fantasy

value.CUSTOM_SKY.0=§4Off
value.CUSTOM_SKY.1=§2On

# =============================================================================
# SCREEN LABELS
# =============================================================================
screen.ColorPalette=Color Palette
screen.ArtStyle=Art Style
screen.DrawingSurface=Drawing Surface
screen.CanvasAdvanced=Canvas Fine-Tuning
screen.CanvasWeaveVariation=Weave Variation
screen.CanvasPaintPooling=Paint Pooling
screen.PaperAdvanced=Paper Fine-Tuning
screen.Pencil=Pencil
screen.PencilLines=Pencil Lines
screen.AdaptivePencil=Color Adaptive Pencil
screen.PencilGrain=Pencil Grain
screen.Outlines=Outlines
screen.GeometricOutlines=Geometric Outlines
screen.TextureOutlines=Texture Outlines
screen.DistanceSettings=Outline Distance
screen.WorldGrid=World Grid
screen.Hatching=Hatching
screen.Shading=Shading
screen.HatchingSettings=Hatching Settings
screen.BenDayDotSettings=Ben-Day Dot Settings
screen.TextureStyle=Block Textures
screen.Painterly=§dPainterly§r Settings
screen.Lighting=Lighting
screen.Shadow=Shadows
screen.ShadowAdvanced=Shadow Fine-Tuning
screen.Godrays=Godrays
screen.Bloom=Bloom
screen.EmissiveSettings=Emissive Glow
screen.HandheldLight=Handheld Light
screen.Sky=Sky
screen.Atmosphere=Atmosphere & Water
screen.WaterWaves=Water
screen.SpeedLines=Speed Lines
screen.Effects=Effects
screen.VignetteSettings=Vignette Settings
screen.Voronoi=Voronoi Distortion
screen.VertexDistortion=Geometry Distortion
screen.ColorGrading=Color Grading
screen.Experimental=Experimental Effects
screen.ColorGrid=Color Grid Effect
screen.LegacyOutlines=Legacy Outline System
screen.LightColors=Light Colors & Levels
screen.SunLight=Sun Light
screen.MoonLight=Moon Light
screen.BlockLight=Block Light

# =============================================================================
# MAIN OPTION LABELS AND TOOLTIPS
# =============================================================================
option.DRAWING_STYLE=Drawing Style
option.DRAWING_STYLE.comment=Choose the overall visual style. §aPencil on Paper§r: Classic black and white pencil drawing with paper texture. §bColor Pencil§r: Colorful sketch with vibrant artwork. §9Pen on Paper§r: Blue pen line art. §dPainterly§r: Painted look using a Kuwahara filter for smooth, brush-stroke color regions. §8Outline Pencil§r: Classic pencil but without textures. §1Blueprint§r: White linework on a blue background with no textures and a world grid. §7Chalkboard§r: White chalk on a dark board with chalk dust, no textures. §eComic§r: Bold colorful line art with cel shading and Ben-Day dots. §fTextureless Comic§r: Textureless Halftone Line Art.


# --- Color Palette ---
option.PALETTE_ENABLED=Enable Color Palette
option.PALETTE_ENABLED.comment=Quantizes the final image colors to match a real colored pencil set, giving an authentic hand-drawn feel. \n§c[-] Custom 1xN mode has a large performance impact. LUT modes have a much lower impact.

option.PALETTE_BRAND=Palette Source
option.PALETTE_BRAND.comment=§eCustom 1xN§r: Use a 1xN PNG strip from sites like lospec.com (place as shaders/palettes/CustomPalette.png). Slower brute-force lookup — good for quickly testing palettes.\n§aCustom LUT§r: Use a pre-baked LUT (place as shaders/luts/CustomPalette_lut.png). Refer to included palette_to_lut.html for lut creation. Fast — recommended for custom palettes once finalized \n§6Faber-Castell Polychromos§r: Built-in 120-color artist pencil set. Fast LUT.\n§dPrismacolor Premier§r: Built-in 150-color soft-core pencil set. Fast LUT.\n§bAuto§r: Follows the current Drawing Style — Prismacolor Premier for §eComic§r, Faber-Castell Polychromos for everything else.

option.PALETTE_CUSTOM_1XN_SIZE=Custom 1xN Color Count
option.PALETTE_CUSTOM_1XN_SIZE.comment=Number of colors in your custom 1xN palette strip. Must match the width (in pixels) of your CustomPalette.png.\n§e[Instructions]§r Place a 1-pixel tall, N-pixels wide PNG at shaders/palettes/CustomPalette.png. Each pixel is one color, left-to-right. Try §nhttps://lospec.com/palette-list§r for palette inspiration.\n§c[!] Only used when Palette Source is set to Custom 1xN.\n§c[-] Higher counts increase per-pixel cost.

option.PALETTE_PRESERVE_LUMINANCE=Preserve Luminance
option.PALETTE_PRESERVE_LUMINANCE.comment=Keeps the original image's brightness when mapping to palette colors. Helps prevent the palette from making the scene too dark or too bright.

option.PALETTE_STRENGTH=Palette Strength
option.PALETTE_STRENGTH.comment=How strongly the palette effect is applied. Lower values blend the palette with the original colors.

option.PALETTE_SMOOTHNESS=Palette Smoothness
option.PALETTE_SMOOTHNESS.comment=Blends between nearby palette colors to soften hard transitions.\n§c[!] Only used when Palette Source is set to Custom 1xN.

option.PALETTE_DITHER_STRENGTH=Dither Strength
option.PALETTE_DITHER_STRENGTH.comment=Adds noise to reduce visible banding between palette colors. Higher values = more dithering.

# --- Paper Settings ---
option.SURFACE_TEXTURE_TYPE=Drawing Surface
option.SURFACE_TEXTURE_TYPE.comment=Sets the base surface texture. §7None§r: flat, no texture. §fPaper§r: fibrous paper grain. §6Canvas§r: woven canvas weave.

option.PAPER_WHITENESS=Drawing Surface Brightness
option.PAPER_WHITENESS.comment=Controls how white the drawing surface appears. Higher values create brighter, drawing surfaces while lower values give a darker appearance.\n\n§bAuto§r: 1.0 for all styles except §1Blueprint§r = 0.9, §7Chalkboard§r = 0.15

option.PAPER_HUE=Drawing Surface Hue
option.PAPER_HUE.comment=Sets the color of the drawing surface around the color wheel (0=red, 60=yellow, 120=green, 180=cyan, 240=blue, 300=magenta). Has no visible effect if Drawing Surface Saturation is 0.\n\n§bAuto§r: 30.0 for all styles except §1Blueprint§r = 220.0, §7Chalkboard§r = 180.0

option.PAPER_SATURATION=Drawing Surface Saturation
option.PAPER_SATURATION.comment=How strongly Drawing Surface Hue tints the surface. 0 = neutral white/gray/black surface.\n\n§bAuto§r: 0.05 for all styles except §1Blueprint§r = 0.8, §7Chalkboard§r = 0.2

option.PAPER_TEXTURE_STRENGTH=Paper Texture Strength
option.PAPER_TEXTURE_STRENGTH.comment=Controls the intensity of the paper grain texture. Higher values make the paper surface more pronounced and tactile.

option.PAPER_TEXTURE_SCALE=Paper Texture Scale
option.PAPER_TEXTURE_SCALE.comment=Adjusts the size of the paper texture pattern. Lower values create finer grain, higher values create larger, more visible paper texture.

option.PAPER_CRINKLE_STRENGTH=Paper Crinkle Strength
option.PAPER_CRINKLE_STRENGTH.comment=Adds subtle ridges and wrinkles to the paper surface. Simulates the natural imperfections found in real drawing paper.

option.PAPER_CRINKLE_SCALE=Paper Crinkle Scale
option.PAPER_CRINKLE_SCALE.comment=Controls the size of paper crinkles and ridges. Lower values create fine wrinkles, higher values create broader paper deformations.

option.GRAYSCALE_STRENGTH=Drawing Color Amount
option.GRAYSCALE_STRENGTH.comment=Controls how colorful the pencil drawing is. 0.0 = full color drawing, 1.0 = black and white.\n\n§bAuto§r: §aPencil on Paper§r, §9Pen on Paper§r, §8Outline Pencil§r, §1Blueprint§r, §7Chalkboard§r = 1.0; §bColor Pencil§r, §dPainterly§r, §eComic§r, §fTextureless Comic§r = 0.0

option.DRAW_ON_ENABLED=Draw-On Startup Effect
option.DRAW_ON_ENABLED.comment=Enables/Disables the animated draw-on effect when first loading the shader.

option.PAPER_MAX_BRIGHTNESS=Paper Maximum Brightness
option.PAPER_MAX_BRIGHTNESS.comment=Sets the maximum brightness on paper. Prevents anything from being brighter than the paper.
option.PAPER_MIN_BRIGHTNESS=Paper Minimum Brightness
option.PAPER_MIN_BRIGHTNESS.comment=Sets the minimum brightness for paper areas. Prevents pencil strokes from becoming unrealistically dark.
option.PAPER_BRIGHTNESS_SOFTNESS=Paper Brightness Softness
option.PAPER_BRIGHTNESS_SOFTNESS.comment=Softens the Paper Minimum Brightness clamp so it fades in instead of cutting off sharply.

option.PAPER_TEXTURE_SPEED=Paper Texture Speed
option.PAPER_TEXTURE_SPEED.comment=Controls how frequently paper texture patterns update over time.

option.DARKNESS_THRESHOLD=Darkness Threshold
option.DARKNESS_THRESHOLD.comment=Determines how dark an area must be before paper effects are reduced. Preserves deep shadows and pencil marks from being washed out by paper brightness.

option.DARKNESS_SMOOTHNESS=Darkness Smoothness
option.DARKNESS_SMOOTHNESS.comment=Controls how smoothly the transition occurs between dark areas and paper-affected areas. Higher values create more gradual blending.

# --- Canvas Settings ---
option.CANVAS_WEAVE_SCALE=Canvas Weave Scale
option.CANVAS_WEAVE_SCALE.comment=Sets how tightly woven the canvas threads are. Higher values give a finer weave.

option.CANVAS_THREAD_WIDTH=Canvas Thread Width
option.CANVAS_THREAD_WIDTH.comment=Controls how much of each grid cell the threads fill. Higher values mean less visible gap between threads.

option.CANVAS_THREAD_STRENGTH=Canvas Thread Strength
option.CANVAS_THREAD_STRENGTH.comment=Controls how visible the woven thread bumps are.

option.CANVAS_SHADE_STRENGTH=Canvas Shading Strength
option.CANVAS_SHADE_STRENGTH.comment=Shades each thread's cross-section, making the weave direction easier to read.

option.CANVAS_UNDER_PINCH=Canvas Under-Thread Pinch
option.CANVAS_UNDER_PINCH.comment=Controls how much the underneath thread narrows where threads cross. Lower values give a more pronounced over-under weave.

option.CANVAS_WAVE_AMOUNT=Thread Waviness
option.CANVAS_WAVE_AMOUNT.comment=Adds gentle waviness along each thread instead of perfectly straight lines.

option.CANVAS_WAVE_SCALE=Thread Waviness Scale
option.CANVAS_WAVE_SCALE.comment=Controls how frequently threads wave along their length. Lower values give longer, slower waves.

option.CANVAS_THICKNESS_VAR=Thread Thickness Variation
option.CANVAS_THICKNESS_VAR.comment=Varies each thread's thickness along its length for a more handmade look.

option.CANVAS_FIBER_STRENGTH=Fiber Noise Strength
option.CANVAS_FIBER_STRENGTH.comment=Adds fine fiber noise over the weave for extra texture detail.

option.CANVAS_GAP_STRENGTH=Weave Gap Darkening
option.CANVAS_GAP_STRENGTH.comment=Darkens the gaps where threads cross, making the weave holes more visible.

option.CANVAS_STREAK_STRENGTH=Thread Streakiness
option.CANVAS_STREAK_STRENGTH.comment=Varies brightness from thread to thread, simulating dye or material streaks.

option.CANVAS_PAINT_POOLING_STRENGTH=Paint Pooling Strength
option.CANVAS_PAINT_POOLING_STRENGTH.comment=Controls how much paint skips the weave's low points, letting raw canvas show through.

option.CANVAS_POOLING_CONTRAST=Paint Pooling Contrast
option.CANVAS_POOLING_CONTRAST.comment=Controls how sharply pooling transitions between skipped and fully-covered areas.

option.CANVAS_PAINT_THICKNESS_ENABLED=Estimate Paint Thickness
option.CANVAS_PAINT_THICKNESS_ENABLED.comment=Estimates paint thickness from color darkness and saturation, so thick paint sits on top of the canvas instead of soaking in.

option.CANVAS_PAINT_DARKNESS_WEIGHT=Paint Thickness: Darkness Weight
option.CANVAS_PAINT_DARKNESS_WEIGHT.comment=How much darker colors count toward estimated paint thickness.

option.CANVAS_PAINT_SATURATION_WEIGHT=Paint Thickness: Saturation Weight
option.CANVAS_PAINT_SATURATION_WEIGHT.comment=How much saturated colors count toward estimated paint thickness.

option.CANVAS_PAINT_PRESENCE_START=Paint Thickness Ramp Start
option.CANVAS_PAINT_PRESENCE_START.comment=How far a color must shift from bare canvas before it starts counting as a paint stroke.

option.CANVAS_PAINT_PRESENCE_END=Paint Thickness Ramp End
option.CANVAS_PAINT_PRESENCE_END.comment=How far a color must shift from bare canvas to count as a full-strength paint stroke.

option.CANVAS_THICKNESS_POOLING_REDUCTION=Thickness Pooling Reduction
option.CANVAS_THICKNESS_POOLING_REDUCTION.comment=Controls how much thick paint bridges over the weave, reducing pooling in heavily painted areas.

option.CANVAS_THICKNESS_GRAIN_HIDING=Thickness Grain Hiding
option.CANVAS_THICKNESS_GRAIN_HIDING.comment=Controls how much thick paint hides the fine weave grain beneath it.

option.CANVAS_POOLING_SUPPRESS_BRIGHTNESS=Pooling Suppression Brightness
option.CANVAS_POOLING_SUPPRESS_BRIGHTNESS.comment=Below this brightness, pooling is fully suppressed regardless of estimated paint thickness.

option.CANVAS_POOLING_SUPPRESS_SMOOTHNESS=Pooling Suppression Smoothness
option.CANVAS_POOLING_SUPPRESS_SMOOTHNESS.comment=How smoothly pooling fades out near the suppression cutoff, avoiding a hard edge.

# --- Pencil Color ---
option.PENCIL_R=§cPencil Red
option.PENCIL_R.comment=Controls the red component of the pencil color.\n\n§bAuto§r: §aPencil on Paper§r, §bColor Pencil§r, §dPainterly§r, §8Outline Pencil§r = 0.25; §9Pen on Paper§r = 0.05; §1Blueprint§r = 0.90; §7Chalkboard§r = 0.85; §eComic§r, §fTextureless Comic§r = 0.10
option.PENCIL_BLEND_MODE=Pencil Blend Mode
option.PENCIL_BLEND_MODE.comment=How the pencil color combines with the page.\n\nMultiply: darkens toward the pencil color. Use for normal graphite/ink pencils.\n\nScreen: lightens toward the pencil color. Use for white or light-colored pencils, e.g. a blueprint mode with white lines on a dark page.\n\n§bAuto§r: Multiply for all styles except §1Blueprint§r, §7Chalkboard§r = Screen
option.PENCIL_DUST_ENABLED=Pencil Dust
option.PENCIL_DUST_ENABLED.comment=Adds a large-scale dust/smudge haze over the whole image, tinted with the current Pencil Color.\n\n§bAuto§r: Off for all styles except §7Chalkboard§r = On
option.PENCIL_DUST_SCALE=Pencil Dust Scale
option.PENCIL_DUST_SCALE.comment=Size of the dust patches. Lower values make larger, softer patches; higher values make smaller, busier patches.
option.PENCIL_DUST_STRENGTH=Pencil Dust Strength
option.PENCIL_DUST_STRENGTH.comment=How visible the dust layer is. 0 turns it off without disabling the feature.
option.PENCIL_DUST_SPEED=Pencil Dust Speed
option.PENCIL_DUST_SPEED.comment=How often the dust re-settles into a new arrangement. Lower values change less often; higher values refresh more frequently.

option.PENCIL_G=§aPencil Green
option.PENCIL_G.comment=Controls the green component of the pencil color.\n\n§bAuto§r: §aPencil on Paper§r, §bColor Pencil§r, §dPainterly§r, §8Outline Pencil§r = 0.25; §9Pen on Paper§r = 0.05; §1Blueprint§r = 0.90; §7Chalkboard§r = 0.84; §eComic§r, §fTextureless Comic§r = 0.10

option.PENCIL_B=§9Pencil Blue
option.PENCIL_B.comment=Controls the blue component of the pencil color.\n\n§bAuto§r: §aPencil on Paper§r, §bColor Pencil§r, §dPainterly§r, §8Outline Pencil§r = 0.30; §9Pen on Paper§r = 0.60; §1Blueprint§r = 0.90; §7Chalkboard§r = 0.82; §eComic§r, §fTextureless Comic§r = 0.15

# --- Pencil Grain ---
option.ADVANCED_GRAIN_SYSTEM=Advanced Grain System
option.ADVANCED_GRAIN_SYSTEM.comment=Enables realistic pencil-on-paper grain interaction. Creates authentic graphite texture by simulating how pencil graphite catches on paper fibers.\n\n§c[-] May impact performance.\n\n§bAuto§r: Off for all styles except §aPencil on Paper§r = On

option.PENCIL_GRAIN_ENABLED=Basic Grain
option.PENCIL_GRAIN_ENABLED.comment=Enables basic pencil-paper grain interaction. A simpler, lower-cost version of the grain effect.

option.GRAIN_HEIGHT_SCALE=Grain Height Scale
option.GRAIN_HEIGHT_SCALE.comment=Controls the scale of the grain height map used for pencil interaction. Higher values create finer grain detail, lower values create broader texture effects.

option.GRAIN_INTENSITY=Grain Intensity
option.GRAIN_INTENSITY.comment=Overall strength of the grain effect on pencil strokes. Higher values make the paper texture more prominent in pencil lines and shading.

option.GRAIN_DIRECTIONAL_BIAS=Grain Directional Bias
option.GRAIN_DIRECTIONAL_BIAS.comment=Adds directional bias to the paper grain, simulating the natural fiber direction in drawing paper. Creates more realistic pencil texture.

option.GRAIN_FINE_DETAIL=Grain Fine Detail
option.GRAIN_FINE_DETAIL.comment=Controls the strength of fine speckle details in the paper grain. Adds micro-texture that makes pencil strokes look more authentic.

option.PRESSURE_SOFTENING=Pressure Softening
option.PRESSURE_SOFTENING.comment=Simulates how pencil pressure affects grain visibility. Higher pressure (darker areas) shows less grain as the graphite fills paper texture.

option.GRAIN_L1_SCALE=Grain Layer 1 Scale
option.GRAIN_L1_SCALE.comment=Scale of the fine light speckle layer in the multi-layer grain system. Controls the finest details of paper texture interaction.

option.GRAIN_L2_SCALE=Grain Layer 2 Scale
option.GRAIN_L2_SCALE.comment=Scale of the darker, sparser fleck layer. Creates larger texture variations that add depth to the pencil-paper interaction.

# --- Outline Detection ---
option.GEOMETRIC_OUTLINES=Geometric Outlines
option.GEOMETRIC_OUTLINES.comment=Detects edges based on depth and surface normal differences. Creates clean outlines around 3D geometry and major shape boundaries.

option.LINE_THRESHOLD_DEPTH=Depth Edge Threshold
option.LINE_THRESHOLD_DEPTH.comment=Sensitivity for detecting depth-based edges. Lower values detect more subtle depth changes, higher values only detect major depth differences.

option.LINE_THRESHOLD_NORMAL=Normal Edge Threshold
option.LINE_THRESHOLD_NORMAL.comment=Sensitivity for detecting surface normal changes. Controls how sensitive the outline detection is to changes in surface direction.

option.GEOMETRIC_THICKNESS=Geometric Outline Thickness
option.GEOMETRIC_THICKNESS.comment=Controls the thickness of geometric outlines. Higher values create bolder, more prominent edge lines.\n\n§bAuto§r: §aPencil on Paper§r, §8Outline Pencil§r = 3.0; §bColor Pencil§r, §7Chalkboard§r, §eComic§r, §fTextureless Comic§r = 2.75; §9Pen on Paper§r, §1Blueprint§r = 2.0; §dPainterly§r = 1.5

option.TEXTURE_OUTLINES=Texture Outlines
option.TEXTURE_OUTLINES.comment=Detects edges based on texture contrast and color differences. Captures details within surfaces like texture patterns and color boundaries.

option.LINE_THRESHOLD_CONTRAST=Texture Contrast Threshold
option.LINE_THRESHOLD_CONTRAST.comment=Sensitivity for detecting texture-based edges. Lower values detect more subtle texture changes, creating more detailed line work.

option.LIGHTING_ADAPTIVE_THRESHOLD_DARK=Dark Area Threshold Multiplier
option.LIGHTING_ADAPTIVE_THRESHOLD_DARK.comment=How much stricter outline detection becomes in dark areas. Higher values suppress more outlines in shadows.

option.LIGHTING_ADAPTIVE_THRESHOLD_BRIGHT=Bright Area Threshold Multiplier
option.LIGHTING_ADAPTIVE_THRESHOLD_BRIGHT.comment=How much stricter outline detection becomes in bright areas. Higher values suppress outlines in well-lit regions to avoid visual noise.

option.TEXTURE_THICKNESS=Texture Outline Thickness
option.TEXTURE_THICKNESS.comment=Controls the thickness of texture-based outline details. Affects the prominence of surface detail lines.\n\n§bAuto§r: §aPencil on Paper§r, §bColor Pencil§r, §8Outline Pencil§r, §eComic§r, §fTextureless Comic§r = 2.0; §9Pen on Paper§r, §dPainterly§r, §1Blueprint§r, §7Chalkboard§r = 1.5

option.TEXTURE_DISTANCE_FADE=Texture Distance Fade
option.TEXTURE_DISTANCE_FADE.comment=Controls how texture outlines fade with distance. Higher values make texture details disappear sooner, reducing visual clutter.

option.ENABLE_SKY_TEXTURE_OUTLINES=Sky Outlines
option.ENABLE_SKY_TEXTURE_OUTLINES.comment=Enables texture-based outline detection on sky elements like the Sun, Moon, and Clouds.\n\n§bAuto§r: On for all styles except §dPainterly§r = Off

option.COMPOSITE_THICKNESS_BOOST=Overall Thickness Multiplier
option.COMPOSITE_THICKNESS_BOOST.comment=Global multiplier for all outline thickness. Easily adjust the overall boldness of all pencil lines without changing individual settings.

option.TEXTURE_SIMPLIFY_DISTANCE=Texture Simplify Distance
option.TEXTURE_SIMPLIFY_DISTANCE.comment=Distance where texture outlines start to simplify. Reduces detail in distant areas to improve performance and visual clarity.

option.GEOMETRIC_ONLY_DISTANCE=Geometric Only Distance
option.GEOMETRIC_ONLY_DISTANCE.comment=Distance where only geometric outlines remain visible. Distant areas show only major shape boundaries, not texture details.

# --- World Grid ---
option.ENABLE_WORLD_GRID=Enable World Grid
option.ENABLE_WORLD_GRID.comment=Overlays a grid on world surfaces aligned to block boundaries and chunk borders.\n\n§bAuto§r: Off for all styles except §1Blueprint§r = On
value.ENABLE_WORLD_GRID.0=§4Off
value.ENABLE_WORLD_GRID.1=§2On

option.WORLD_GRID_STRENGTH=Grid Strength
option.WORLD_GRID_STRENGTH.comment=Overall opacity of the world grid overlay.

option.WORLD_GRID_MINOR_SPACING=Minor Line Spacing
option.WORLD_GRID_MINOR_SPACING.comment=Spacing of minor gridlines, in blocks.

option.WORLD_GRID_MAJOR_SPACING=Major Line Spacing
option.WORLD_GRID_MAJOR_SPACING.comment=Spacing of major gridlines, in blocks. 16 blocks lines up with chunk borders.

option.WORLD_GRID_MINOR_STRENGTH=Minor Line Strength
option.WORLD_GRID_MINOR_STRENGTH.comment=Minor line opacity, relative to Grid Strength.

option.WORLD_GRID_MAJOR_STRENGTH=Major Line Strength
option.WORLD_GRID_MAJOR_STRENGTH.comment=Major line opacity, relative to Grid Strength.

option.WORLD_GRID_LINE_WIDTH=Minor Line Width
option.WORLD_GRID_LINE_WIDTH.comment=Minor line width, in screen pixels.

option.WORLD_GRID_MAJOR_WIDTH_MULT=Major Line Width Multiplier
option.WORLD_GRID_MAJOR_WIDTH_MULT.comment=Major line width multiplier over the minor line width.


option.WORLD_GRID_FADE_START=Distance Fade Start
option.WORLD_GRID_FADE_START.comment=Linear depth where distance fade begins.

option.WORLD_GRID_FADE_END=Distance Fade End
option.WORLD_GRID_FADE_END.comment=Linear depth where the grid is fully faded out.

option.ENABLE_AIR_GRID=Enable Air Grid
option.ENABLE_AIR_GRID.comment=Draws floating 3D chunk-border lines through open air.\n\n§bAuto§r: Off for all styles except §1Blueprint§r = On
value.ENABLE_AIR_GRID.0=§4Off
value.ENABLE_AIR_GRID.1=§2On

option.AIR_GRID_STRENGTH=Air Grid Strength
option.AIR_GRID_STRENGTH.comment=Overall opacity of the floating grid lines.

option.AIR_GRID_SPACING=Air Grid Wall Spacing
option.AIR_GRID_SPACING.comment=Distance between grid walls, in blocks. 16 blocks lines up with chunk borders.

option.AIR_GRID_LINE_SPACING=Air Grid Line Spacing
option.AIR_GRID_LINE_SPACING.comment=Spacing of the grid lines drawn on each wall face, in blocks.

option.AIR_GRID_LINE_WIDTH=Air Grid Line Width
option.AIR_GRID_LINE_WIDTH.comment=Wall grid line width, in screen pixels.

option.AIR_GRID_MAX_DISTANCE=Air Grid Max Distance
option.AIR_GRID_MAX_DISTANCE.comment=Furthest a grid wall is drawn, in blocks.

option.AIR_GRID_FADE_START_DIST=Air Grid Fade Start Distance
option.AIR_GRID_FADE_START_DIST.comment=Distance, in blocks, where the air grid starts fading out.

option.AIR_GRID_FADE_END_DIST=Air Grid Fade End Distance
option.AIR_GRID_FADE_END_DIST.comment=Distance, in blocks, where the air grid is fully faded out.

option.AIR_GRID_MIN_Y=Air Grid Bottom Y
option.AIR_GRID_MIN_Y.comment=Bottom of the grid walls, in world Y.

option.AIR_GRID_MAX_Y=Air Grid Top Y
option.AIR_GRID_MAX_Y.comment=Top of the grid walls, in world Y.

# --- Pencil Line Settings ---
option.PENCIL_LINE_VARIATION=Pencil Line Variation
option.PENCIL_LINE_VARIATION.comment=Enables realistic pencil line variation. Adds natural imperfections like thickness changes, direction variation, and transparency that make lines look hand-drawn.

option.LINE_THICKNESS_VARIATION=Thickness Variation
option.LINE_THICKNESS_VARIATION.comment=Controls how much pencil line thickness varies naturally. Simulates the natural variation in pressure and angle when drawing by hand.

option.LINE_DIRECTION_VARIATION=Direction Variation
option.LINE_DIRECTION_VARIATION.comment=Adds subtle direction changes to pencil lines. Creates the natural waviness and imperfection found in hand-drawn lines.

option.LINE_GRAIN_STRENGTH=Line Grain Strength
option.LINE_GRAIN_STRENGTH.comment=Controls how much paper grain affects pencil lines. Higher values make lines more textured and broken up by paper texture.

option.PAPER_LINE_MASKING=Paper Line Masking
option.PAPER_LINE_MASKING.comment=Controls how much paper texture masks and breaks up pencil lines. Creates more realistic interaction between pencil graphite and paper surface.

option.ENABLE_SOFT_PENCIL_LINE=Soft Pencil Lines
option.ENABLE_SOFT_PENCIL_LINE.comment=Creates soft, blurred pencil line edges instead of sharp digital lines. Mimics the natural softness of graphite on paper.\n\n§bAuto§r: On for all styles except §eComic§r, §fTextureless Comic§r = Off

option.FINAL_THICKNESS_BOOST=Final Thickness Boost
option.FINAL_THICKNESS_BOOST.comment=Final multiplier applied to all pencil line thickness. Use this to fine-tune the overall line weight after all other processing.

option.OUTLINE_STRENGTH=Outline Strength
option.OUTLINE_STRENGTH.comment=Overall intensity of all outline effects. Controls how prominent the pencil lines appear in the final image.\n\n§bAuto§r: 1.5 for all styles except §dPainterly§r = 0.5

option.PENCIL_CORE_STRENGTH=Pencil Core Strength
option.PENCIL_CORE_STRENGTH.comment=Controls how dark the center of pencil lines appears. Higher values create lines with darker cores and softer edges.\n\n§bAuto§r: 0.7 for all styles except §dPainterly§r = 0.4, §eComic§r, §fTextureless Comic§r = 0.8

option.THIN_LINE_FADE_FACTOR=Thin Line Fade Factor
option.THIN_LINE_FADE_FACTOR.comment=Controls how much thinner lines fade compared to thicker ones. Simulates how light pencil strokes are more transparent than heavy ones.

option.LINE_BLUR_RADIUS=Line Blur Radius
option.LINE_BLUR_RADIUS.comment=Controls the blur radius for soft pencil line edges. Higher values create softer, more diffused line edges.

option.PENCIL_GRAIN_INTENSITY=Pencil Grain Intensity
option.PENCIL_GRAIN_INTENSITY.comment=Controls the intensity of grain texture within pencil lines. Makes lines look more textured and realistic.

option.GRAPHITE_STRENGTH=Graphite Strength
option.GRAPHITE_STRENGTH.comment=Controls how much the procedural graphite grain darkens the underlying color. Higher values give a bolder, heavier pencil-shading look.

option.PENCIL_PRESSURE_VARIATION=Pencil Pressure Variation
option.PENCIL_PRESSURE_VARIATION.comment=Simulates natural pressure variation in pencil strokes. Creates areas where lines appear darker or lighter as if drawn with varying pressure.

option.COLOR_ADAPTIVE_PENCIL=Color Adaptive Pencil
option.COLOR_ADAPTIVE_PENCIL.comment=Makes pencil outlines adopt the color of the surface they are drawn on, rather than using a fixed grey tone. Produces a colored pencil look where lines feel like they belong to the scene.\n\n§bAuto§r: Off for all styles except §bColor Pencil§r = On

option.PENCIL_DARKEN_AMOUNT=§bColor Pencil§r Darken Amount
option.PENCIL_DARKEN_AMOUNT.comment=How much the adaptive pencil darkens the underlying surface color when drawing lines.

option.PENCIL_SATURATION_BOOST=§bColor Pencil§r Saturation Boost
option.PENCIL_SATURATION_BOOST.comment=Boosts the saturation of the underlying color when forming pencil lines.

option.PENCIL_BRIGHTNESS_BIAS=§bColor Pencil§r Brightness Bias
option.PENCIL_BRIGHTNESS_BIAS.comment=Scales the darken and saturation effects based on surface brightness. At 1.0, dark surfaces receive full effect while bright surfaces receive very little, mimicking how colored pencil shows up more on darker areas.

# --- Shading ---

option.SHADING_ENABLED=Enable Shading
option.SHADING_ENABLED.comment=Master toggle for dark/midtone shading. Creates authentic hand-drawn shadow effects.\n\n§bAuto§r: On for all styles except §dPainterly§r = Off

option.SHADING_STYLE=Shading Style
option.SHADING_STYLE.comment=Chooses how dark/mid tones are rendered: hatching, Ben-Day dots, or a hybrid of both.\n\n§bAuto§r: Hatching for all styles except §eComic§r, §fTextureless Comic§r = Ben-Day Dots

option.SCALE_HATCHING_WITH_DARKNESS=Scale with Darkness
option.SCALE_HATCHING_WITH_DARKNESS.comment=Makes hatching thickness and intensity scale with how dark an area is. Darker areas get thicker, more intense hatching.

option.HATCHING_DARKNESS_THRESHOLD=Darkness Threshold
option.HATCHING_DARKNESS_THRESHOLD.comment=Darkness level where hatching starts to appear. Lower values add hatching to lighter areas, higher values restrict it to very dark areas.

option.HATCHING_DENSITY=Hatching Density
option.HATCHING_DENSITY.comment=Controls how densely packed the hatching lines are. Higher values create more closely spaced lines.

option.MAX_HATCHING_DIRECTIONS=Max Hatching Directions
option.MAX_HATCHING_DIRECTIONS.comment=Maximum number of hatching directions that can be used. More directions create smoother shading in very dark areas.\n\n§c[-] Higher values impact performance.

option.HATCHING_THICKNESS=Hatching Line Thickness
option.HATCHING_THICKNESS.comment=Base thickness of individual hatching lines. Thicker lines create bolder, more graphic shading.

option.HATCHING_STRENGTH=Hatching Strength
option.HATCHING_STRENGTH.comment=Overall intensity of the hatching effect. Controls how prominent the hatching appears in dark areas.\n\n§bAuto§r: §aPencil on Paper§r, §bColor Pencil§r, §dPainterly§r, §7Chalkboard§r, §eComic§r, §fTextureless Comic§r = 0.4; §8Outline Pencil§r = 0.8; §9Pen on Paper§r, §1Blueprint§r = 1.0

option.CROSS_HATCHING_THRESHOLD=Cross-Hatching Threshold
option.CROSS_HATCHING_THRESHOLD.comment=Darkness level where secondary hatching lines are added for cross-hatching. Very dark areas get multiple layers of hatching.

option.HATCHING_IRREGULARITY=Hatching Irregularity
option.HATCHING_IRREGULARITY.comment=Controls how irregular and organic the hatching lines appear. Higher values create more hand-drawn looking hatching.

option.HATCHING_THICKNESS_VARIATION=Thickness Variation
option.HATCHING_THICKNESS_VARIATION.comment=Controls how much individual hatching line thickness varies. Simulates natural pressure variation in hand-drawn hatching.

option.HATCHING_SPACING_VARIATION=Spacing Variation
option.HATCHING_SPACING_VARIATION.comment=Controls irregularity in spacing between hatching lines. Creates more natural, hand-drawn looking hatching patterns.

option.HATCHING_PRESSURE_VARIATION=Pressure Variation
option.HATCHING_PRESSURE_VARIATION.comment=Simulates pencil pressure variation within hatching strokes. Creates more authentic-looking hatching with natural darkness variation.

option.HATCHING_LINE_BREAKS=Line Breaks
option.HATCHING_LINE_BREAKS.comment=Adds random breaks in hatching lines to simulate natural drawing imperfections. Makes hatching look more hand-drawn.

option.HATCHING_DIRECTION_SPACING=Direction Spacing
option.HATCHING_DIRECTION_SPACING.comment=Darkness interval for adding each new hatching direction. Controls how quickly additional hatching layers are added as areas get darker.

option.HATCHING_LINE_SKIP_ENABLED=Line Skipping
option.HATCHING_LINE_SKIP_ENABLED.comment=Randomly skips hatching lines for a more natural, imperfect look.

option.HATCHING_LINE_SKIP_BASE_CHANCE=Base Skip Chance
option.HATCHING_LINE_SKIP_BASE_CHANCE.comment=Base probability that any given hatching line will be skipped.

option.HATCHING_LINE_SKIP_INCREMENT=Skip Chance Increment
option.HATCHING_LINE_SKIP_INCREMENT.comment=Additional skip probability added per hatching direction layer.

option.HATCHING_LINE_SKIP_MAX_CHANCE=Maximum Skip Chance
option.HATCHING_LINE_SKIP_MAX_CHANCE.comment=Maximum skip probability cap for hatching lines.

# --- Ben-Day Dots ---

option.DOT_DARKNESS_THRESHOLD=Darkness Threshold
option.DOT_DARKNESS_THRESHOLD.comment=Darkness level where dots start appearing.

option.DOT_SPACING=Dot Spacing
option.DOT_SPACING.comment=How densely packed the dot grid is.

option.DOT_GRID_ANGLE=Grid Angle
option.DOT_GRID_ANGLE.comment=Rotation of the dot grid, like a printed halftone screen.

option.DOT_SIZE=Dot Size
option.DOT_SIZE.comment=Overall dot size multiplier.

option.DOT_MIN_RADIUS=Minimum Radius
option.DOT_MIN_RADIUS.comment=Smallest dot radius, used near the darkness threshold.

option.DOT_MAX_FILL=Maximum Fill
option.DOT_MAX_FILL.comment=Largest dot radius as a fraction of cell size, in deep shadow.

option.DOT_STRENGTH=Dot Strength
option.DOT_STRENGTH.comment=Overall intensity of the dot pattern.

option.DOT_SIZE_VARIATION=Size Variation
option.DOT_SIZE_VARIATION.comment=Per-dot size variation, for a hand-printed look.

option.DOT_JITTER=Jitter
option.DOT_JITTER.comment=How far dot centers wander from the grid.

option.DOT_EDGE_SOFTNESS=Edge Softness
option.DOT_EDGE_SOFTNESS.comment=Softness of each dot's edge.

option.DOT_SKIP_ENABLED=Dot Skip
option.DOT_SKIP_ENABLED.comment=Randomly skips some dots entirely for a less mechanical look.

option.DOT_SKIP_CHANCE=Dot Skip Chance
option.DOT_SKIP_CHANCE.comment=Chance a given dot is skipped entirely.

option.DOT_TO_HATCH_TRANSITION=Dot-to-Hatch Transition
option.DOT_TO_HATCH_TRANSITION.comment=Darkness level where dots give way to hatching. Hybrid style only.

option.DOT_TO_HATCH_BAND=Dot-to-Hatch Band
option.DOT_TO_HATCH_BAND.comment=Width of the crossfade between dots and hatching. Hybrid style only.

# --- Texture Style ---
option.DISABLE_TEXTURES=Disable Texture Rendering
option.DISABLE_TEXTURES.comment=Permanently disable all texture rendering while paper effects are enabled. Recommended to turn shadows off while this is enabled.\n\n§bAuto§r: On for §9Pen on Paper§r, §8Outline Pencil§r, §1Blueprint§r, Chalkboard; Off for §aPencil on Paper§r, §bColor Pencil§r, §dPainterly§r, Comic

option.TEXTURE_PAPER_STYLE=Texture Paper Style
option.TEXTURE_PAPER_STYLE.comment=Applies paper style processing to textures before outline detection.\n\n§bAuto§r: On for §aPencil on Paper§r, §9Pen on Paper§r, §8Outline Pencil§r, §1Blueprint§r, Chalkboard; Off for §bColor Pencil§r, §dPainterly§r, Comic

option.TEXTURE_PAPER_WHITENESS=Texture Paper Whiteness
option.TEXTURE_PAPER_WHITENESS.comment=Controls how white texture areas become when paper style is applied.

option.TEXTURE_GRAYSCALE_STRENGTH=Texture Grayscale Strength
option.TEXTURE_GRAYSCALE_STRENGTH.comment=Controls how much textures are converted to grayscale. Higher values create more monochromatic textures for pencil drawing effect.

option.ENABLE_DIRECTIONAL_LIGHTING=Directional Lighting
option.ENABLE_DIRECTIONAL_LIGHTING.comment=Enables directional lighting calculations that work regardless of shadows.\n\n§c[-] May impact performance.

option.DIRECTIONAL_LIGHT_STRENGTH_NORMAL=Directional Light Strength (No Shadows)
option.DIRECTIONAL_LIGHT_STRENGTH_NORMAL.comment=Controls the strength of directional lighting when real-time shadows are OFF.

option.DIRECTIONAL_LIGHT_STRENGTH_SHADOWS=Directional Light Strength (With Shadows)
option.DIRECTIONAL_LIGHT_STRENGTH_SHADOWS.comment=Controls the strength of directional lighting when real-time shadows are ON.

option.GRAY_BIAS_STRENGTH=Gray Bias Strength
option.GRAY_BIAS_STRENGTH.comment=Controls how much gray areas are biased toward white. Helps prevent mid-tones from becoming muddy in the pencil drawing style.

option.GRAY_BIAS_RANGE_MIN=Gray Bias Range Minimum
option.GRAY_BIAS_RANGE_MIN.comment=Lower bound for detecting areas that should receive gray bias. Prevents very dark areas from being affected.

option.GRAY_BIAS_RANGE_MAX=Gray Bias Range Maximum
option.GRAY_BIAS_RANGE_MAX.comment=Upper bound for detecting areas that should receive gray bias. Prevents very light areas from being over-brightened.

option.GRAY_BIAS_BRIGHTNESS_LIFT=Gray Bias Brightness Lift
option.GRAY_BIAS_BRIGHTNESS_LIFT.comment=How much brightness is added to areas within the gray bias range. Creates cleaner mid-tones in the drawing style.

# --- §dPainterly§r ---
option.KUWAHARA_ENABLED=Kuwahara Filter
option.KUWAHARA_ENABLED.comment=Applies a Kuwahara filter to emulate brushstrokes for a painted aesthetic.\n§c[-] Large performance impact.\n\n§bAuto§r: Off for all styles except §dPainterly§r = On

option.KUWAHARA_RADIUS=Brush Size
option.KUWAHARA_RADIUS.comment=Controls the radius of the Kuwahara filter kernel. Larger values = bigger, smoother paint strokes.\n§c[-] May impact performance.

option.KUWAHARA_SHARPNESS=Stroke Sharpness
option.KUWAHARA_SHARPNESS.comment=Controls how sharply the painterly effect separates color regions. Higher values create crisper, more defined brush strokes.

option.SKY_KUWAHARA_ENABLED=Sky Kuwahara Filter
option.SKY_KUWAHARA_ENABLED.comment=Applies a Kuwahara painterly filter directly to the sky, independent of the screen-space Kuwahara setting. Great for a painted sky look on any drawing style.\n\n§bAuto§r: Off for all styles except §dPainterly§r = On
value.SKY_KUWAHARA_ENABLED.0=§4Off
value.SKY_KUWAHARA_ENABLED.1=§2On
value.SKY_KUWAHARA_ENABLED.STYLE_SKY_KUWAHARA_ENABLED=§bAuto

option.SKY_KUWAHARA_RADIUS=Sky Brush Size
option.SKY_KUWAHARA_RADIUS.comment=Radius of the Kuwahara kernel applied to the sky. Larger values produce broader, smoother sky brush strokes.\\n§c[-] May impact performance.

# --- Voronoi Distortion ---
option.ENABLE_VORONOI_DISTORTION=Enable Voronoi Distortion
option.ENABLE_VORONOI_DISTORTION.comment=Enables subtle geometric distortion effects using Voronoi patterns. Creates stylistic warping that can enhance the hand-drawn aesthetic.\n\n§bAuto§r: Off for all styles except §dPainterly§r = On

option.VORONOI_BLOCK_DISTORTION=Block Distortion
option.VORONOI_BLOCK_DISTORTION.comment=Applies Voronoi distortion to block geometry. Creates subtle warping effects that make structures look more organic and hand-drawn.

option.VORONOI_ENTITY_DISTORTION=Entity Distortion
option.VORONOI_ENTITY_DISTORTION.comment=Applies Voronoi distortion to entities (mobs, players).

option.VORONOI_VIEWMODEL_DISTORTION=Viewmodel Distortion
option.VORONOI_VIEWMODEL_DISTORTION.comment=Applies Voronoi distortion to the player's hand and held items. Creates warping effects on first-person view elements.

# --- Shadow Settings ---
option.ENABLE_SHADOWS=Enable Shadows
option.ENABLE_SHADOWS.comment=Enables real-time shadow casting from the sun and moon.\n\n§c[-] Large performance impact.§r\n\n§bAuto§r: On for all styles except §1Blueprint§r, §7Chalkboard§r = Off

option.COLORED_SHADOWS=Colored Shadows
option.COLORED_SHADOWS.comment=Enables colored shadow effects that can add subtle color variation to shadow areas. Works well with the drawing style aesthetic.

option.SHADOW_BRIGHTNESS=Shadow Brightness
option.SHADOW_BRIGHTNESS.comment=Controls how bright shadowed areas appear. Lower values create darker, more dramatic shadows that enhance the pencil drawing contrast.

option.BLOCK_LIGHT_INTENSITY=Block Light Brightness
option.BLOCK_LIGHT_INTENSITY.comment=Multiplies brightness of block lights (torches, lanterns, etc).

option.CAVE_DARKNESS=Cave Darkness
option.CAVE_DARKNESS.comment=Adds extra darkness boost inside caves and enclosed areas.

option.SOFT_SHADOWS=Soft Shadows
option.SOFT_SHADOWS.comment=Enables soft shadow edges using percentage closer filtering (PCF). Creates more realistic, diffused shadow boundaries.

option.PCF_SAMPLE=Shadow Softness Samples
option.PCF_SAMPLE.comment=Number of samples used for soft shadow filtering. Higher values create smoother shadow edges.\n\n§c[-] High values may impact performance.

option.PCF_BLUR_RADIUS=Shadow Softness Radius
option.PCF_BLUR_RADIUS.comment=Controls the blur radius for soft shadows. Higher values create softer, more diffused shadow edges.

option.shadowMapResolution=Shadow Map Resolution
option.shadowMapResolution.comment=Resolution of the shadow map texture. Higher values provide more detailed shadows.\n\n§c[-] High values severely impact performance.

option.shadowDistance=Shadow Distance
option.shadowDistance.comment=Maximum distance from the player where real-time shadows are rendered.\n\n§c[-] High values may impact performance.

option.SHADOW_DISTORTION=Shadow Map Distortion
option.SHADOW_DISTORTION.comment=Enables shadow map distortion to improve shadow quality near the player. Reduces shadow precision artifacts in the distance.

option.SHADOW_DISTORT_REDUCTION=Distortion Reduction
option.SHADOW_DISTORT_REDUCTION.comment=Controls the amount of shadow map distortion applied. Low values improve near-player shadow quality but may reduce distant shadow accuracy.

option.sunPathRotation=Sun Path Rotation
option.sunPathRotation.comment=Adjusts the angle of the sun's path across the sky. Changes the direction of shadows and lighting throughout the day.

# Advanced Shadow
option.FAR_DISTANCE_BIAS_START=Far Shadow Bias Start
option.FAR_DISTANCE_BIAS_START.comment=The distance where far shadow bias correction begins.

option.FAR_DISTANCE_BIAS_RANGE=Far Shadow Bias End
option.FAR_DISTANCE_BIAS_RANGE.comment=The distance where far shadow bias correction ends.

option.FAR_DISTANCE_BIAS_MAX=Far Shadow Bias Max
option.FAR_DISTANCE_BIAS_MAX.comment=The maximum amount of bias far shadow correction can apply.

option.WATER_SHADOW_BIAS_MULTIPLIER=Water Shadow Bias
option.WATER_SHADOW_BIAS_MULTIPLIER.comment=Increases shadow bias specifically for water surfaces to reduce shadow acne artifacts on water.

option.WATER_PCF_SAMPLES=Water PCF Samples
option.WATER_PCF_SAMPLES.comment=Number of PCF samples used specifically for water shadows. Reduced from main PCF samples to improve water rendering performance.

option.WATER_SHADOW_SOFTNESS=Water Shadow Softness
option.WATER_SHADOW_SOFTNESS.comment=Controls the softness of shadows cast on water surfaces. Lower values create sharper water shadows.

option.LIGHT_DIRECTION_OFFSET=Light Direction Offset
option.LIGHT_DIRECTION_OFFSET.comment=Small offset applied to light direction calculations. Can help reduce shadow artifacts in certain situations.

# --- Sun & Moon Light ---
option.BLOCK_LIGHT_COLOR_R=Block Light Color Red
option.BLOCK_LIGHT_COLOR_R.comment=Red channel of block light color.
option.BLOCK_LIGHT_COLOR_G=Block Light Color Green
option.BLOCK_LIGHT_COLOR_G.comment=Green channel of block light color.
option.BLOCK_LIGHT_COLOR_B=Block Light Color Blue
option.BLOCK_LIGHT_COLOR_B.comment=Blue channel of block light color.

option.SUNLIGHT_DAY_COLOR_R=Daylight Color Red
option.SUNLIGHT_DAY_COLOR_R.comment=Red channel of direct sunlight color (lit surfaces, daytime).
option.SUNLIGHT_DAY_COLOR_G=Daylight Color Green
option.SUNLIGHT_DAY_COLOR_G.comment=Green channel of direct sunlight color (lit surfaces, daytime).
option.SUNLIGHT_DAY_COLOR_B=Daylight Color Blue
option.SUNLIGHT_DAY_COLOR_B.comment=Blue channel of direct sunlight color (lit surfaces, daytime).

option.SUNLIGHT_NIGHT_COLOR_R=Moonlight Color Red
option.SUNLIGHT_NIGHT_COLOR_R.comment=Red channel of direct moonlight color (lit surfaces, nighttime).
option.SUNLIGHT_NIGHT_COLOR_G=Moonlight Color Green
option.SUNLIGHT_NIGHT_COLOR_G.comment=Green channel of direct moonlight color (lit surfaces, nighttime).
option.SUNLIGHT_NIGHT_COLOR_B=Moonlight Color Blue
option.SUNLIGHT_NIGHT_COLOR_B.comment=Blue channel of direct moonlight color (lit surfaces, nighttime).

option.SUNLIGHT_GOLDEN_HOUR_STRENGTH=Golden Hour Strength
option.SUNLIGHT_GOLDEN_HOUR_STRENGTH.comment=How much sunset/sunrise tint blends into lit surfaces.

option.DAY_AMBIENT_BRIGHTNESS=Day Ambient Brightness
option.DAY_AMBIENT_BRIGHTNESS.comment=Multiplies the general outdoor sky light level during the day.

option.DAY_DIRECT_BRIGHTNESS=Day Direct Brightness
option.DAY_DIRECT_BRIGHTNESS.comment=Multiplies direct sunlight on sunlit surfaces during the day (faces not in shadow).

option.NIGHT_AMBIENT_BRIGHTNESS=Night Ambient Brightness
option.NIGHT_AMBIENT_BRIGHTNESS.comment=Multiplies the general outdoor moonlit glow at night.

option.NIGHT_DIRECT_BRIGHTNESS=Night Direct Brightness
option.NIGHT_DIRECT_BRIGHTNESS.comment=Multiplies direct moonlight on moonlit surfaces at night (faces not in shadow).

option.MOON_PHASE_INFLUENCE=Moon Phase Influence
option.MOON_PHASE_INFLUENCE.comment=How much the moon phase impacts night brightness. 0 = ignore the phase entirely (always full brightness). 1 = a new moon fades night brightness all the way to dark. A full moon is always unaffected regardless of this setting.

# --- Godrays ---
option.GODRAYS_ENABLED=Volumetric Godrays
option.GODRAYS_ENABLED.comment=Enables volumetric crepuscular rays (godrays) that radiate from the sun.\n\n§c[-] Large performance impact.

option.GODRAY_SAMPLES=Godray Sample Count
option.GODRAY_SAMPLES.comment=Number of raymarching steps for godrays.\n\n§c[-] High values may impact performance.

option.GODRAY_INTENSITY=Daytime Godray Intensity
option.GODRAY_INTENSITY.comment=Daytime brightness of the godray effect.

option.GODRAY_DENSITY=Godray Density
option.GODRAY_DENSITY.comment=How far the rays reach across the screen toward the sun.

option.GODRAY_DECAY=Godray Decay
option.GODRAY_DECAY.comment=How quickly the rays fade with distance. Lower values = faster fade.

option.GODRAY_WARMTH=Godray Warmth
option.GODRAY_WARMTH.comment=Adds a warm yellowish tint to the rays.

option.GODRAY_WEIGHT=Ray Brightness
option.GODRAY_WEIGHT.comment=Godray per-sample contribution weight.

option.GODRAY_NIGHT_INTENSITY=Nighttime Godray Intensity
option.GODRAY_NIGHT_INTENSITY.comment=Nighttime brightness of the godray effect.

option.GODRAY_MOON_WARMTH=Moon Godray Tint
option.GODRAY_MOON_WARMTH.comment=Adds a cool (blue) tint to the rays.

option.GODRAY_DUAL_TWILIGHT=Dual Twilight Godrays
option.GODRAY_DUAL_TWILIGHT.comment=During sunrise and sunset, renders a second godray pass from the opposite horizon — so you see rays from both the rising and setting light at once.\n\n§c[-] Moderate performance cost.

# --- Bloom ---
option.BLOOM_ENABLED=Enable Bloom
option.BLOOM_ENABLED.comment=Enables bloom/glow effects around bright areas. Adds atmospheric glow to light sources and bright surfaces.

option.PIXEL_BLOOM=Pixelated Bloom
option.PIXEL_BLOOM.comment=Switches between pixelated or soft bloom style.\n\n§bAuto§r: Pixelated for all styles except §dPainterly§r, §eComic§r, §fTextureless Comic§r = Soft

option.BLOOM_THRESHOLD=Bloom Threshold
option.BLOOM_THRESHOLD.comment=Brightness level required to trigger bloom effects. Lower values make more areas glow, higher values restrict bloom to very bright areas.

option.BLOOM_INTENSITY=Bloom Intensity
option.BLOOM_INTENSITY.comment=Controls the strength of the bloom effect. Higher values create more prominent glowing halos around bright objects.

option.BLOOM_RADIUS=Bloom Radius
option.BLOOM_RADIUS.comment=Controls how far bloom effects extend from bright sources. Higher values create larger, more diffused glow areas.

option.BLOOM_QUALITY=Bloom Quality
option.BLOOM_QUALITY.comment=Number of samples used for bloom blur. Higher quality creates smoother bloom.\n\n§c[-] High values may impact performance.

# --- Emissive Settings ---
option.EMISSIVE_BASE_THRESHOLD=Emissive Brightness Threshold
option.EMISSIVE_BASE_THRESHOLD.comment=Brightness level required for surfaces to be considered emissive. Lower values make more surfaces glow.

option.EMISSIVE_BOOST_STRENGTH=Emissive Boost Strength
option.EMISSIVE_BOOST_STRENGTH.comment=How much brighter emissive surfaces should appear. Higher values create more prominent glowing effects.

# --- Sky ---
option.ENABLE_SKY_TEXTURE_OUTLINES=Sun/Moon Outlines
option.ENABLE_SKY_TEXTURE_OUTLINES.comment=Enables texture-based outline detection on sky elements like the Sun, Moon, and Stars.\n\n§bAuto§r: On for all styles except §dPainterly§r = Off

# Sky sub-screens
screen.SkyColors=Sky Colors
screen.SkyGlow=Sunset & Twilight
screen.SkyCelestial=Celestial Halos
 
# Day sky
option.SKY_DAY_ZENITH_R=§cDay Zenith Red
option.SKY_DAY_ZENITH_G=§aDay Zenith Green
option.SKY_DAY_ZENITH_B=§9Day Zenith Blue
option.SKY_DAY_HORIZON_R=§cDay Horizon Red
option.SKY_DAY_HORIZON_G=§aDay Horizon Green
option.SKY_DAY_HORIZON_B=§9Day Horizon Blue
option.SKY_DAY_ZENITH_R.comment=Red channel of the midday sky at the top of the dome.
option.SKY_DAY_ZENITH_G.comment=Green channel of the midday sky at the top of the dome.
option.SKY_DAY_ZENITH_B.comment=Blue channel of the midday sky at the top of the dome.
option.SKY_DAY_HORIZON_R.comment=Red channel of the midday sky at the horizon.
option.SKY_DAY_HORIZON_G.comment=Green channel of the midday sky at the horizon.
option.SKY_DAY_HORIZON_B.comment=Blue channel of the midday sky at the horizon.
 
# Night sky
option.SKY_NIGHT_ZENITH_R=§cNight Zenith Red
option.SKY_NIGHT_ZENITH_G=§aNight Zenith Green
option.SKY_NIGHT_ZENITH_B=§9Night Zenith Blue
option.SKY_NIGHT_HORIZON_R=§cNight Horizon Red
option.SKY_NIGHT_HORIZON_G=§aNight Horizon Green
option.SKY_NIGHT_HORIZON_B=§9Night Horizon Blue
option.SKY_NIGHT_ZENITH_R.comment=Red channel of the night sky overhead.
option.SKY_NIGHT_ZENITH_G.comment=Green channel of the night sky overhead.
option.SKY_NIGHT_ZENITH_B.comment=Blue channel of the night sky overhead.
option.SKY_NIGHT_HORIZON_R.comment=Red channel of the night sky at the horizon.
option.SKY_NIGHT_HORIZON_G.comment=Green channel of the night sky at the horizon.
option.SKY_NIGHT_HORIZON_B.comment=Blue channel of the night sky at the horizon.
 
# Gradient shape
option.SKY_HORIZON_POWER=Horizon Gradient Power
option.SKY_HORIZON_POWER.comment=Controls how quickly the horizon color transitions up toward the zenith. Higher values create a tighter, lower band of horizon color. Lower values spread the horizon color across more of the sky.
 
# Sunset / Sunrise
option.SKY_SUNSET_R=§cSunset Tint Red
option.SKY_SUNSET_G=§aSunset Tint Green
option.SKY_SUNSET_B=§9Sunset Tint Blue
option.SKY_SUNSET_TINT_STRENGTH=Tint Strength
option.SKY_SUNSET_HOTSPOT_WIDTH=Hotspot Width
option.SKY_SUNSET_HOTSPOT_STRENGTH=Hotspot Brightness
option.SKY_SUNSET_R.comment=Red channel of the sunset and sunrise sky tint color.
option.SKY_SUNSET_G.comment=Green channel of the sunset and sunrise sky tint color.
option.SKY_SUNSET_B.comment=Blue channel of the sunset and sunrise sky tint color.
option.SKY_SUNSET_TINT_STRENGTH.comment=Overall intensity of the sunset/sunrise color tint blended into the sky.
option.SKY_SUNSET_HOTSPOT_WIDTH.comment=Controls the angular spread of the bright hotspot directly around the sun during sunrise/sunset. Lower = tighter, brighter point; higher = wider soft arc.
option.SKY_SUNSET_HOTSPOT_STRENGTH.comment=Brightness of the concentrated directional hotspot around the sun position at sunrise/sunset.
 
# Twilight
option.SKY_TWILIGHT_R=§cTwilight Red
option.SKY_TWILIGHT_G=§aTwilight Green
option.SKY_TWILIGHT_B=§9Twilight Blue
option.SKY_TWILIGHT_STRENGTH=Twilight Strength
option.SKY_TWILIGHT_R.comment=Red channel of the brief purple twilight phase just after sunset and before sunrise.
option.SKY_TWILIGHT_G.comment=Green channel of the twilight phase.
option.SKY_TWILIGHT_B.comment=Blue channel of the twilight phase.
option.SKY_TWILIGHT_STRENGTH.comment=How strongly the twilight color overlays the sky. Set to 0 to disable.
 
# Sun halo
option.SKY_SUN_GLOW_R=§cSun Halo Red
option.SKY_SUN_GLOW_G=§aSun Halo Green
option.SKY_SUN_GLOW_B=§9Sun Halo Blue
option.SKY_SUN_GLOW_SIZE=Sun Halo Falloff
option.SKY_SUN_GLOW_STRENGTH=Sun Halo Strength
option.SKY_SUN_GLOW_R.comment=Red channel of the atmospheric scattering halo around the sun.
option.SKY_SUN_GLOW_G.comment=Green channel of the sun halo.
option.SKY_SUN_GLOW_B.comment=Blue channel of the sun halo.
option.SKY_SUN_GLOW_SIZE.comment=Controls the falloff radius of the sun halo. Lower = tight bright corona; higher = wide soft glow.
option.SKY_SUN_GLOW_STRENGTH.comment=Overall intensity of the sun's atmospheric halo.
 
# Moon halo
option.SKY_MOON_GLOW_R=§cMoon Halo Red
option.SKY_MOON_GLOW_G=§aMoon Halo Green
option.SKY_MOON_GLOW_B=§9Moon Halo Blue
option.SKY_MOON_GLOW_SIZE=Moon Halo Falloff
option.SKY_MOON_GLOW_STRENGTH=Moon Halo Strength
option.SKY_MOON_GLOW_R.comment=Red channel of the halo around the moon.
option.SKY_MOON_GLOW_G.comment=Green channel of the moon halo.
option.SKY_MOON_GLOW_B.comment=Blue channel of the moon halo.
option.SKY_MOON_GLOW_SIZE.comment=Falloff radius of the moon's halo.
option.SKY_MOON_GLOW_STRENGTH.comment=Overall brightness of the moon's halo.


# --- Atmosphere ---
option.FOG_ENABLED=Border Fog
option.FOG_ENABLED.comment=Enables/Disables fog at the world border. You may want to disable this to improve Voxy or Distant Horizons compatibility.

option.WATER_FOG_ENABLED=Underwater Fog
option.WATER_FOG_ENABLED.comment=Enables/Disables fog when underwater.

option.Shininess=Water Shine Intensity
option.Shininess.comment=Controls the intensity of reflective shine on water surfaces. Higher values create more prominent water highlights and reflections.

# --- Water Waves ---
option.WATER_WAVE_AMPLITUDE=Wave Amplitude
option.WATER_WAVE_AMPLITUDE.comment=Controls the height/intensity of water surface waves. Higher values create more dramatic water movement.

option.WATER_WAVE_FREQUENCY=Wave Frequency
option.WATER_WAVE_FREQUENCY.comment=Controls how frequently water waves occur across the surface. Higher values create more rippled water.

option.WATER_WAVE_SPEED=Wave Speed
option.WATER_WAVE_SPEED.comment=Controls how fast water waves animate. Higher values create more dynamic, fast-moving water surfaces.

# --- Speed Lines ---
option.SPEED_LINES_ENABLED=Enable Speed Lines
option.SPEED_LINES_ENABLED.comment=Enables anime-style speed lines. §e[!!] Configure Speed Threshold for best results.

option.SPEED_LINE_WHITE=Speed Line Color
option.SPEED_LINE_WHITE.comment=Sets the color of speed lines (black or white).

option.SPEED_LINES_STATIC=Static Speed Lines
option.SPEED_LINES_STATIC.comment=Makes speed lines static (non-animated). Good for screenshots.

option.SPEED_LINE_COUNT=Number of Speed Lines
option.SPEED_LINE_COUNT.comment=Controls how many speed lines appear on screen.

option.SPEED_LINE_INTENSITY=Speed Line Intensity
option.SPEED_LINE_INTENSITY.comment=Controls the opacity/strength of the speed line effect.

option.SPEED_THRESHOLD=Speed Threshold
option.SPEED_THRESHOLD.comment=The movement speed (in blocks per frame) required to trigger speed lines. This value is fps-dependent — adjust to match your frame rate.

# --- Vignette ---
option.WHITE_VIGNETTE_ENABLED=Enable Vignette
option.WHITE_VIGNETTE_ENABLED.comment=Adds a white vignette to the screen edges, simulating the look of paper that hasn't been drawn to the edge.

option.VIGNETTE_STRENGTH=Vignette Strength
option.VIGNETTE_STRENGTH.comment=Controls the overall intensity of the white vignette effect.

option.VIGNETTE_RADIUS=Vignette Radius
option.VIGNETTE_RADIUS.comment=Sets how far from the center the vignette begins to fade in. Lower values start the fade closer to the center, higher values push it toward the screen edges.

option.VIGNETTE_SOFTNESS=Vignette Softness
option.VIGNETTE_SOFTNESS.comment=Higher values create a softer, more blended fade while lower values produce a sharper edge.

# --- Vertex Distortion ---
option.UNCUBE_STRENGTH=Uncube Distortion Level
option.UNCUBE_STRENGTH.comment=Applies geometric distortion to vertex positions. Creates stylistic warping that can enhance the hand-drawn aesthetic.

option.UNCUBE_CAMERA=Camera Height
option.UNCUBE_CAMERA.comment=Camera height parameter used in various distortion calculations. Affects how distortion effects are applied relative to the player's position.

option.UNCUBE_DISTANCE_SCALING=Distance Scaling
option.UNCUBE_DISTANCE_SCALING.comment=Enables distance-based scaling for uncube distortion. Makes distortion effects vary based on distance from the player.

option.UNCUBE_MIN_DISTANCE=Minimum Distance
option.UNCUBE_MIN_DISTANCE.comment=Distance where uncube distortion starts to scale. Areas closer than this distance use minimum distortion strength.

option.UNCUBE_MAX_DISTANCE=Maximum Distance
option.UNCUBE_MAX_DISTANCE.comment=Distance where uncube distortion reaches full strength. Areas beyond this distance use maximum distortion values.

option.UNCUBE_MIN_STRENGTH=Minimum Strength
option.UNCUBE_MIN_STRENGTH.comment=Minimum uncube distortion strength applied to close-up areas. Prevents excessive distortion in nearby geometry.

option.UNCUBE_TIME_SYNC=Time Synchronization
option.UNCUBE_TIME_SYNC.comment=Synchronizes distortion animation with world time for consistent effects.

option.ENABLE_ENTITY_DISTORTION=Entity Distortion
option.ENABLE_ENTITY_DISTORTION.comment=Applies the Uncube-style geometry warp to entities.

# --- Color Grading ---
option.COLOR_GRADING_ENABLED=Color Grading
option.COLOR_GRADING_ENABLED.comment=Enables/Disables all color grading adjustments below.

option.VIBRANCE_AMOUNT=Vibrance
option.VIBRANCE_AMOUNT.comment=Enhances color intensity. Positive values boost muted colors, negative values create a faded look. More natural-feeling than saturation.

option.SATURATION_AMOUNT=Saturation
option.SATURATION_AMOUNT.comment=Controls overall color intensity. 1.0 = original colors, below 1.0 = desaturated/monochrome, above 1.0 = oversaturated.

option.CONTRAST_AMOUNT=Contrast
option.CONTRAST_AMOUNT.comment=Adjusts the difference between light and dark areas. 1.0 = original, below 1.0 = flat/washed out, above 1.0 = more dramatic contrast.

option.BRIGHTNESS_FACTOR=Brightness
option.BRIGHTNESS_FACTOR.comment=Adjusts overall brightness. 0.0 = original, positive values = brighter, negative values = darker.

option.LIFT_AMOUNT=Lift (Shadows)
option.LIFT_AMOUNT.comment=Adjusts the brightness of dark areas (shadows). Positive values brighten shadows, negative values deepen them.

option.GAMMA_AMOUNT=Gamma (Midtones)
option.GAMMA_AMOUNT.comment=Adjusts the brightness of middle tones. 1.0 = original, below 1.0 = lighter midtones, above 1.0 = darker midtones.

option.GAIN_AMOUNT=Gain (Highlights)
option.GAIN_AMOUNT.comment=Adjusts the brightness of light areas (highlights). Values below 1.0 darken highlights, above 1.0 brighten them.

option.COLOR_TEMP_AMOUNT=Color Temperature
option.COLOR_TEMP_AMOUNT.comment=Shifts the white balance. Positive values add warmth (orange/amber tones), negative values add coolness (blue/cyan tones). 0.0 = neutral.

option.PURKINJE_ENABLED=Purkinje Night Effect
option.PURKINJE_ENABLED.comment=Simulates the Purkinje effect — makes nighttime scenes shift toward blue tones as real eyes do in low light.

option.PURKINJE_STRENGTH=Purkinje Strength
option.PURKINJE_STRENGTH.comment=Controls the strength of the Purkinje night-vision color shift.

option.CEL_SHADING_ENABLED=Enable Cel Shading
option.CEL_SHADING_ENABLED.comment=Enables/Disables Cel (Toon) Shading\n\n§bAuto§r: Off for all styles except §eComic§r, §fTextureless Comic§r = On

option.CEL_SHADING_BANDS=Cel Shading Bands
option.CEL_SHADING_BANDS.comment=Number of discrete shading bands.

option.CEL_SHADING_SOFTNESS=Cel Shading Softness
option.CEL_SHADING_SOFTNESS.comment=Softness of each band transition.

option.CEL_SHADING_STRENGTH=Cel Shading Strength
option.CEL_SHADING_STRENGTH.comment=Blend between original shading and cel-shaded result.

# --- Experimental ---
option.GENERATE_SURFACE_HATCHING=Surface Hatching (Experimental)
option.GENERATE_SURFACE_HATCHING.comment=§4Experimental:§r Attempts to generate hatching that follows surface contours. May create interesting stylistic effects but is not fully stable.

option.COLOR_GRID_ENABLED=Color Grid Effect
option.COLOR_GRID_ENABLED.comment=§4Experimental:§r Enables a color assimilation grid effect that adds saturated color lines over the image for a unique optical illusion look. Works best with §aPencil on Paper§r style.

option.ADAPTIVE_COLOR_STRENGTH=Adaptive Color Strength
option.ADAPTIVE_COLOR_STRENGTH.comment=§4Experimental:§r When enabled, makes the Color Grid effect adapt its strength based on the original image colors for more natural integration. Part of the Color Grid effect.

option.GRID_COLOR_SATURATION=Grid Color Saturation
option.GRID_COLOR_SATURATION.comment=Controls how saturated the colors in the grid effect become. Higher values create more vivid, unrealistic colors.

option.GRID_COLOR_INTENSITY=Grid Color Intensity
option.GRID_COLOR_INTENSITY.comment=Controls how much color is applied to the grid lines. Higher values make the grid more prominent in the final image.

option.BASE_DESATURATION=Base Desaturation
option.BASE_DESATURATION.comment=Controls how much the base image is desaturated when the color grid effect is active. Higher values make the background more monochrome.

option.COLOR_BLEEDING=Color Bleeding
option.COLOR_BLEEDING.comment=Controls how much grid colors bleed into surrounding areas. Creates color spreading effects around grid lines.

# --- Handheld Light ---
option.HANDHELD_LIGHT=Handheld Light
option.HANDHELD_LIGHT.comment=Enables dynamic lighting from light-emitting items held in your hand (torches, lanterns, glowstone, etc). Lights up nearby surfaces as you hold them.

option.HANDHELD_LIGHT_RANGE=Handheld Light Range
option.HANDHELD_LIGHT_RANGE.comment=Falloff radius of the handheld light in blocks. Higher values cast light further.

option.HANDHELD_LIGHT_STRENGTH=Handheld Light Strength
option.HANDHELD_LIGHT_STRENGTH.comment=Overall brightness of the handheld light. Higher values create stronger, more prominent illumination from held items.

# --- Legacy Outlines ---
option.ENABLE_TEXTURE_OUTLINES=Legacy Texture Outlines
option.ENABLE_TEXTURE_OUTLINES.comment=Enables the older outline detection system based on texture contrast. The main Texture Outlines system is preferred.

option.TEXTURE_OUTLINE_STRENGTH=Legacy Outline Strength
option.TEXTURE_OUTLINE_STRENGTH.comment=Overall intensity multiplier for the legacy texture-based outlines.

option.OUTLINE_THICKNESS=Legacy Edge Thickness
option.OUTLINE_THICKNESS.comment=Base thickness multiplier for the legacy edge detection system.

option.CUSTOM_SKY=Shader Sky
option.CUSTOM_SKY.comment=Master toggle for the cloud system. Disabling renders vanilla/resource pack skybox.

option.WHITEOUT_SKY=Whiteout Sky
option.WHITEOUT_SKY.comment=Replaces the sky with a blank white canvas and disables clouds. Useful for clean screenshots.
value.WHITEOUT_SKY.0=§4Off
value.WHITEOUT_SKY.1=§2On

option.STARS_ENABLED=Stars Enabled
option.STARS_ENABLED.comment=Enables/Disables Stars. Does not work with the Kuwhara (painterly) filter.
option.STAR_BRIGHTNESS=Star Brightess
option.STAR_BRIGHTNESS.comment=Controls the brightness of stars.

option.CLOUDS=Clouds
option.CLOUDS.comment=Off: no clouds.\nVolumetric: shader-generated clouds, Iris only feature.\n\n§c[-] Large performance impact.\nVanilla: Minecraft's built-in clouds.\n\n§e[!] For Vanilla, you must also enable Clouds in Minecraft's Video Settings, or nothing will render. Volumetric and Vanilla clouds can never be shown at the same time.

option.CLOUD_STYLE=Cloud Style
value.CLOUD_STYLE.0=Vanilla Style
value.CLOUD_STYLE.1=Fantasy Style

option.CLOUD_SCROLL_SPEED=Scroll Speed

option.CLOUD_PLANE_BOTTOM=Cloud Bottom# shaders/lang/en_us.lang

# Boolean option value labels (0=OFF, 1=ON)

value.KUWAHARA_ENABLED.0=§4Off
value.KUWAHARA_ENABLED.1=§2On

value.FOG_ENABLED.0=§4Off
value.FOG_ENABLED.1=§2On

value.WATER_FOG_ENABLED.0=§4Off
value.WATER_FOG_ENABLED.1=§2On

value.GEOMETRIC_OUTLINES.0=§4Off
value.GEOMETRIC_OUTLINES.1=§2On

value.TEXTURE_OUTLINES.0=§4Off
value.TEXTURE_OUTLINES.1=§2On

value.ENABLE_SKY_TEXTURE_OUTLINES.0=§4Off
value.ENABLE_SKY_TEXTURE_OUTLINES.1=§2On

value.PENCIL_LINE_VARIATION.0=§4Off
value.PENCIL_LINE_VARIATION.1=§2On

value.ENABLE_SOFT_PENCIL_LINE.0=§4Off
value.ENABLE_SOFT_PENCIL_LINE.1=§2On

value.COLOR_ADAPTIVE_PENCIL.0=§4Off
value.COLOR_ADAPTIVE_PENCIL.1=§2On

value.SCALE_HATCHING_WITH_DARKNESS.0=§4Off
value.SCALE_HATCHING_WITH_DARKNESS.1=§2On

value.HATCHING_LINE_SKIP_ENABLED.0=§4Off
value.HATCHING_LINE_SKIP_ENABLED.1=§2On

value.DISABLE_TEXTURES.0=§4Off
value.DISABLE_TEXTURES.1=§2On

value.TEXTURE_PAPER_STYLE.0=§4Off
value.TEXTURE_PAPER_STYLE.1=§2On

value.CANVAS_PAINT_THICKNESS_ENABLED.0=§4Off
value.CANVAS_PAINT_THICKNESS_ENABLED.1=§2On

value.SSS_USER_ENABLE.0=§4Off
value.SSS_USER_ENABLE.1=§2On

value.ENABLE_TEXTURE_OUTLINES.0=§4Off
value.ENABLE_TEXTURE_OUTLINES.1=§2On

value.ENABLE_DIRECTIONAL_LIGHTING.0=§4Off
value.ENABLE_DIRECTIONAL_LIGHTING.1=§2On

value.ENABLE_VORONOI_DISTORTION.0=§4Off
value.ENABLE_VORONOI_DISTORTION.1=§2On

value.VORONOI_BLOCK_DISTORTION.0=§4Off
value.VORONOI_BLOCK_DISTORTION.1=§2On

value.VORONOI_ENTITY_DISTORTION.0=§4Off
value.VORONOI_ENTITY_DISTORTION.1=§2On

value.VORONOI_VIEWMODEL_DISTORTION.0=§4Off
value.VORONOI_VIEWMODEL_DISTORTION.1=§2On

value.ENABLE_SHADOWS.0=§4Off
value.ENABLE_SHADOWS.1=§2On

value.COLORED_SHADOWS.0=§4Off
value.COLORED_SHADOWS.1=§2On

value.SOFT_SHADOWS.0=§4Off
value.SOFT_SHADOWS.1=§2On

value.SHADOW_DISTORTION.0=§4Off
value.SHADOW_DISTORTION.1=§2On

value.BLOOM_ENABLED.0=§4Off
value.BLOOM_ENABLED.1=§2On

value.PIXEL_BLOOM.0=§4Off
value.PIXEL_BLOOM.1=§2On

value.WHITE_VIGNETTE_ENABLED.0=§4Off
value.WHITE_VIGNETTE_ENABLED.1=§2On

value.DRAW_ON_ENABLED.0=§4Off
value.DRAW_ON_ENABLED.1=§2On

value.COLOR_GRADING_ENABLED.0=§4Off
value.COLOR_GRADING_ENABLED.1=§2On

value.PURKINJE_ENABLED.0=§4Off
value.PURKINJE_ENABLED.1=§2On

value.ADVANCED_GRAIN_SYSTEM.0=§4Off
value.ADVANCED_GRAIN_SYSTEM.1=§2On

value.PENCIL_GRAIN_ENABLED.0=§4Off
value.PENCIL_GRAIN_ENABLED.1=§2On

value.UNCUBE_DISTANCE_SCALING.0=§4Off
value.UNCUBE_DISTANCE_SCALING.1=§2On

value.UNCUBE_TIME_SYNC.0=§4Off
value.UNCUBE_TIME_SYNC.1=§2On

value.COLOR_GRID_ENABLED.0=§4Off
value.COLOR_GRID_ENABLED.1=§2On

value.ADAPTIVE_COLOR_STRENGTH.0=§4Off
value.ADAPTIVE_COLOR_STRENGTH.1=§2On

value.GENERATE_SURFACE_HATCHING.0=§4Off
value.GENERATE_SURFACE_HATCHING.1=§2On

value.SPEED_LINES_ENABLED.0=§4Off
value.SPEED_LINES_ENABLED.1=§2On

value.SPEED_LINE_WHITE.0=Black
value.SPEED_LINE_WHITE.1=White

value.SPEED_LINES_STATIC.0=§4Off
value.SPEED_LINES_STATIC.1=§2On

value.PALETTE_ENABLED.0=§4Off
value.PALETTE_ENABLED.1=§2On

value.STARS_ENABLED.0=§4Off
value.STARS_ENABLED.1=§2On

value.ENABLE_ENTITY_DISTORTION.0=§4Off
value.ENABLE_ENTITY_DISTORTION.1=§2On

value.CLOUDS.0=§4Off
value.CLOUDS.1=§2Volumetric
value.CLOUDS.2=§6Vanilla

value.CEL_SHADING_ENABLED.0=§4Off
value.CEL_SHADING_ENABLED.1=§2On

value.PENCIL_DUST_ENABLED.0=§4Off
value.PENCIL_DUST_ENABLED.1=§2On

value.PENCIL_BLEND_MODE.0=Multiply
value.PENCIL_BLEND_MODE.1=Screen

value.PALETTE_BRAND.0=§eCustom 1xN Palette
value.PALETTE_BRAND.1=§aCustom LUT Palette
value.PALETTE_BRAND.2=§6Faber-Castell Polychromos
value.PALETTE_BRAND.3=§dPrismacolor Premier
value.PALETTE_BRAND.4=§bAuto

value.PALETTE_PRESERVE_LUMINANCE.0=§4Off
value.PALETTE_PRESERVE_LUMINANCE.1=§2On

value.SHADING_ENABLED.0=§4Off
value.SHADING_ENABLED.1=§2On

value.ENABLE_SHADOWS.STYLE_ENABLE_SHADOWS=§bAuto
value.KUWAHARA_ENABLED.STYLE_KUWAHARA_ENABLED=§bAuto
value.GRAYSCALE_STRENGTH.STYLE_GRAYSCALE_STRENGTH=§bAuto
value.TEXTURE_PAPER_STYLE.STYLE_TEXTURE_PAPER=§bAuto
value.ADVANCED_GRAIN_SYSTEM.STYLE_ADVANCED_GRAIN_SYSTEM=§bAuto
value.OUTLINE_STRENGTH.STYLE_OUTLINE_STRENGTH=§bAuto
value.ENABLE_VORONOI_DISTORTION.STYLE_ENABLE_VORONOI_DISTORTION=§bAuto
value.PENCIL_CORE_STRENGTH.STYLE_PENCIL_CORE_STRENGTH=§bAuto
value.DISABLE_TEXTURES.STYLE_DISABLE_TEXTURES=§bAuto
value.PIXEL_BLOOM.STYLE_PIXEL_BLOOM=§bAuto
value.ENABLE_SKY_TEXTURE_OUTLINES.STYLE_ENABLE_SKY_TEXTURE_OUTLINES=§bAuto
value.PENCIL_R.STYLE_PENCIL_R=§bAuto
value.PENCIL_G.STYLE_PENCIL_G=§bAuto
value.PENCIL_B.STYLE_PENCIL_B=§bAuto
value.HATCHING_STRENGTH.STYLE_HATCHING_STRENGTH=§bAuto
value.GEOMETRIC_THICKNESS.STYLE_GEOMETRIC_THICKNESS=§bAuto
value.TEXTURE_THICKNESS.STYLE_TEXTURE_THICKNESS=§bAuto
value.SHADING_ENABLED.STYLE_SHADING_ENABLED=§bAuto
value.COLOR_ADAPTIVE_PENCIL.STYLE_COLOR_ADAPTIVE_PENCIL=§bAuto
value.PENCIL_BLEND_MODE.STYLE_PENCIL_BLEND_MODE=§bAuto
value.PAPER_HUE.STYLE_PAPER_HUE=§bAuto
value.PAPER_SATURATION.STYLE_PAPER_SATURATION=§bAuto
value.PAPER_WHITENESS.STYLE_PAPER_WHITENESS=§bAuto
value.SHADING_STYLE.STYLE_SHADING_STYLE=§bAuto
value.CEL_SHADING_ENABLED.STYLE_CEL_SHADING_ENABLED=§bAuto
value.ENABLE_SOFT_PENCIL_LINE.STYLE_ENABLE_SOFT_PENCIL_LINE=§bAuto
value.PENCIL_DUST_ENABLED.STYLE_PENCIL_DUST_ENABLED=§bAuto
value.ENABLE_WORLD_GRID.STYLE_ENABLE_WORLD_GRID=§bAuto
value.ENABLE_AIR_GRID.STYLE_ENABLE_AIR_GRID=§bAuto
value.SURFACE_TEXTURE_TYPE.STYLE_SURFACE_TEXTURE_TYPE=§bAuto

value.SURFACE_TEXTURE_TYPE.0=§7None
value.SURFACE_TEXTURE_TYPE.1=§fPaper
value.SURFACE_TEXTURE_TYPE.2=§6Canvas

value.SHADING_STYLE.0=§bHatching Only
value.SHADING_STYLE.1=§dBen-Day Dots Only
value.SHADING_STYLE.2=§6Hybrid

value.DOT_SKIP_ENABLED.0=§4Off
value.DOT_SKIP_ENABLED.1=§2On

# Drawing Style value labels
value.DRAWING_STYLE.1=§aPencil on Paper
value.DRAWING_STYLE.2=§bColor Pencil
value.DRAWING_STYLE.3=§9Pen on Paper
value.DRAWING_STYLE.4=§dPainterly
value.DRAWING_STYLE.5=§8Outline Pencil
value.DRAWING_STYLE.6=§1Blueprint
value.DRAWING_STYLE.7=§7Chalkboard
value.DRAWING_STYLE.8=§eComic
value.DRAWING_STYLE.9=§fTextureless Comic

# Performance profiles
profile.POTATO=§aPotato
profile.LOW=§aLow  
profile.MEDIUM=§aMedium
profile.HIGH=§eHigh (Default)
profile.ULTRA=§4§lUltra
profile.SCREENSHOT=§4§lScreenshot (not gameplay)

# Suffix labels
suffix.shadowMapResolution=px
suffix.shadowDistance=blocks
suffix.PAPER_TEXTURE_SCALE=x
suffix.GRAIN_HEIGHT_SCALE=x
suffix.HATCHING_DENSITY=x
suffix.HATCHING_ANGLE1=°
suffix.HATCHING_ANGLE2=°
suffix.DOT_GRID_ANGLE=°
suffix.sunPathRotation=°

# Godrays boolean
value.GODRAYS_ENABLED.0=§4Off
value.GODRAYS_ENABLED.1=§2On

value.GODRAY_DUAL_TWILIGHT.0=§4Off
value.GODRAY_DUAL_TWILIGHT.1=§2On

value.HANDHELD_LIGHT.0=§4Off
value.HANDHELD_LIGHT.1=§2On

value.CLOUD_STYLE.0=Vanilla
value.CLOUD_STYLE.1=Fantasy

value.CUSTOM_SKY.0=§4Off
value.CUSTOM_SKY.1=§2On

# =============================================================================
# SCREEN LABELS
# =============================================================================
screen.ColorPalette=Color Palette
screen.ArtStyle=Art Style
screen.DrawingSurface=Drawing Surface
screen.CanvasAdvanced=Canvas Fine-Tuning
screen.CanvasWeaveVariation=Weave Variation
screen.CanvasPaintPooling=Paint Pooling
screen.PaperAdvanced=Paper Fine-Tuning
screen.Pencil=Pencil
screen.PencilLines=Pencil Lines
screen.AdaptivePencil=Color Adaptive Pencil
screen.PencilGrain=Pencil Grain
screen.Outlines=Outlines
screen.GeometricOutlines=Geometric Outlines
screen.TextureOutlines=Texture Outlines
screen.DistanceSettings=Outline Distance
screen.WorldGrid=World Grid
screen.Hatching=Hatching
screen.Shading=Shading
screen.HatchingSettings=Hatching Settings
screen.BenDayDotSettings=Ben-Day Dot Settings
screen.TextureStyle=Block Textures
screen.Painterly=§dPainterly§r Settings
screen.Lighting=Lighting
screen.Shadow=Shadows
screen.ShadowAdvanced=Shadow Fine-Tuning
screen.Godrays=Godrays
screen.Bloom=Bloom
screen.EmissiveSettings=Emissive Glow
screen.HandheldLight=Handheld Light
screen.Specular=Specular
screen.WaterSpecular=Water
screen.GlassSpecular=Glass
screen.IceSpecular=Ice
screen.SubsurfaceScattering=Subsurface Scattering
screen.SSSDefault=Default Terrain
screen.SSSPlants=Plants
screen.SSSLeaves=Leaves
screen.SSSGlass=Glass
screen.SSSIce=Ice
screen.SSSEmissive=Emissive
screen.Sky=Sky
screen.Atmosphere=Atmosphere & Water
screen.WaterWaves=Water
screen.SpeedLines=Speed Lines
screen.Effects=Effects
screen.VignetteSettings=Vignette Settings
screen.Voronoi=Voronoi Distortion
screen.VertexDistortion=Geometry Distortion
screen.ColorGrading=Color Grading
screen.Experimental=Experimental Effects
screen.ColorGrid=Color Grid Effect
screen.LegacyOutlines=Legacy Outline System
screen.LightColors=Light Colors & Levels
screen.SunLight=Sun Light
screen.MoonLight=Moon Light
screen.BlockLight=Block Light

# =============================================================================
# MAIN OPTION LABELS AND TOOLTIPS
# =============================================================================
option.DRAWING_STYLE=Drawing Style
option.DRAWING_STYLE.comment=Choose the overall visual style. §aPencil on Paper§r: Classic black and white pencil drawing with paper texture. §bColor Pencil§r: Colorful sketch with vibrant artwork. §9Pen on Paper§r: Blue pen line art. §dPainterly§r: Painted look using a Kuwahara filter for smooth, brush-stroke color regions. §8Outline Pencil§r: Classic pencil but without textures. §1Blueprint§r: White linework on a blue background with no textures and a world grid. §7Chalkboard§r: White chalk on a dark board with chalk dust, no textures. §eComic§r: Bold colorful line art with cel shading and Ben-Day dots. §fTextureless Comic§r: Textureless Halftone Line Art.


# --- Color Palette ---
option.PALETTE_ENABLED=Enable Color Palette
option.PALETTE_ENABLED.comment=Quantizes the final image colors to match a real colored pencil set, giving an authentic hand-drawn feel. \n§c[-] Custom 1xN mode has a large performance impact. LUT modes have a much lower impact.

option.PALETTE_BRAND=Palette Source
option.PALETTE_BRAND.comment=§eCustom 1xN§r: Use a 1xN PNG strip from sites like lospec.com (place as shaders/palettes/CustomPalette.png). Slower brute-force lookup — good for quickly testing palettes.\n§aCustom LUT§r: Use a pre-baked LUT (place as shaders/luts/CustomPalette_lut.png). Refer to included palette_to_lut.html for lut creation. Fast — recommended for custom palettes once finalized \n§6Faber-Castell Polychromos§r: Built-in 120-color artist pencil set. Fast LUT.\n§dPrismacolor Premier§r: Built-in 150-color soft-core pencil set. Fast LUT.\n§bAuto§r: Follows the current Drawing Style — Prismacolor Premier for §eComic§r, Faber-Castell Polychromos for everything else.

option.PALETTE_CUSTOM_1XN_SIZE=Custom 1xN Color Count
option.PALETTE_CUSTOM_1XN_SIZE.comment=Number of colors in your custom 1xN palette strip. Must match the width (in pixels) of your CustomPalette.png.\n§e[Instructions]§r Place a 1-pixel tall, N-pixels wide PNG at shaders/palettes/CustomPalette.png. Each pixel is one color, left-to-right. Try §nhttps://lospec.com/palette-list§r for palette inspiration.\n§c[!] Only used when Palette Source is set to Custom 1xN.\n§c[-] Higher counts increase per-pixel cost.

option.PALETTE_PRESERVE_LUMINANCE=Preserve Luminance
option.PALETTE_PRESERVE_LUMINANCE.comment=Keeps the original image's brightness when mapping to palette colors. Helps prevent the palette from making the scene too dark or too bright.

option.PALETTE_STRENGTH=Palette Strength
option.PALETTE_STRENGTH.comment=How strongly the palette effect is applied. Lower values blend the palette with the original colors.

option.PALETTE_SMOOTHNESS=Palette Smoothness
option.PALETTE_SMOOTHNESS.comment=Blends between nearby palette colors to soften hard transitions.\n§c[!] Only used when Palette Source is set to Custom 1xN.

option.PALETTE_DITHER_STRENGTH=Dither Strength
option.PALETTE_DITHER_STRENGTH.comment=Adds noise to reduce visible banding between palette colors. Higher values = more dithering.

# --- Paper Settings ---
option.SURFACE_TEXTURE_TYPE=Drawing Surface
option.SURFACE_TEXTURE_TYPE.comment=Sets the base surface texture. §7None§r: flat, no texture. §fPaper§r: fibrous paper grain. §6Canvas§r: woven canvas weave.\n\n§bAuto§r: Paper for all styles except §dPainterly§r = Canvas

option.PAPER_WHITENESS=Drawing Surface Brightness
option.PAPER_WHITENESS.comment=Controls how white the drawing surface appears. Higher values create brighter, drawing surfaces while lower values give a darker appearance.\n\n§bAuto§r: 1.0 for all styles except §1Blueprint§r = 0.9, §7Chalkboard§r = 0.15

option.PAPER_HUE=Drawing Surface Hue
option.PAPER_HUE.comment=Sets the color of the drawing surface around the color wheel (0=red, 60=yellow, 120=green, 180=cyan, 240=blue, 300=magenta). Has no visible effect if Drawing Surface Saturation is 0.\n\n§bAuto§r: 30.0 for all styles except §1Blueprint§r = 220.0, §7Chalkboard§r = 180.0

option.PAPER_SATURATION=Drawing Surface Saturation
option.PAPER_SATURATION.comment=How strongly Drawing Surface Hue tints the surface. 0 = neutral white/gray/black surface.\n\n§bAuto§r: 0.05 for all styles except §1Blueprint§r = 0.8, §7Chalkboard§r = 0.2

option.PAPER_TEXTURE_STRENGTH=Paper Texture Strength
option.PAPER_TEXTURE_STRENGTH.comment=Controls the intensity of the paper grain texture. Higher values make the paper surface more pronounced and tactile.

option.PAPER_TEXTURE_SCALE=Paper Texture Scale
option.PAPER_TEXTURE_SCALE.comment=Adjusts the size of the paper texture pattern. Lower values create finer grain, higher values create larger, more visible paper texture.

option.PAPER_CRINKLE_STRENGTH=Paper Crinkle Strength
option.PAPER_CRINKLE_STRENGTH.comment=Adds subtle ridges and wrinkles to the paper surface. Simulates the natural imperfections found in real drawing paper.

option.PAPER_CRINKLE_SCALE=Paper Crinkle Scale
option.PAPER_CRINKLE_SCALE.comment=Controls the size of paper crinkles and ridges. Lower values create fine wrinkles, higher values create broader paper deformations.

option.GRAYSCALE_STRENGTH=Drawing Color Amount
option.GRAYSCALE_STRENGTH.comment=Controls how colorful the pencil drawing is. 0.0 = full color drawing, 1.0 = black and white.\n\n§bAuto§r: §aPencil on Paper§r, §9Pen on Paper§r, §8Outline Pencil§r, §1Blueprint§r, §7Chalkboard§r = 1.0; §bColor Pencil§r, §dPainterly§r, §eComic§r, §fTextureless Comic§r = 0.0

option.DRAW_ON_ENABLED=Draw-On Startup Effect
option.DRAW_ON_ENABLED.comment=Enables/Disables the animated draw-on effect when first loading the shader.

option.PAPER_MAX_BRIGHTNESS=Paper Maximum Brightness
option.PAPER_MAX_BRIGHTNESS.comment=Sets the maximum brightness on paper. Prevents anything from being brighter than the paper.
option.PAPER_MIN_BRIGHTNESS=Paper Minimum Brightness
option.PAPER_MIN_BRIGHTNESS.comment=Sets the minimum brightness for paper areas. Prevents pencil strokes from becoming unrealistically dark.
option.PAPER_BRIGHTNESS_SOFTNESS=Paper Brightness Softness
option.PAPER_BRIGHTNESS_SOFTNESS.comment=Softens the Paper Minimum Brightness clamp so it fades in instead of cutting off sharply.

option.PAPER_TEXTURE_SPEED=Paper Texture Speed
option.PAPER_TEXTURE_SPEED.comment=Controls how frequently paper texture patterns update over time.

option.DARKNESS_THRESHOLD=Darkness Threshold
option.DARKNESS_THRESHOLD.comment=Determines how dark an area must be before paper effects are reduced. Preserves deep shadows and pencil marks from being washed out by paper brightness.

option.DARKNESS_SMOOTHNESS=Darkness Smoothness
option.DARKNESS_SMOOTHNESS.comment=Controls how smoothly the transition occurs between dark areas and paper-affected areas. Higher values create more gradual blending.

# --- Canvas Settings ---
option.CANVAS_WEAVE_SCALE=Canvas Weave Scale
option.CANVAS_WEAVE_SCALE.comment=Sets how tightly woven the canvas threads are. Higher values give a finer weave.

option.CANVAS_THREAD_WIDTH=Canvas Thread Width
option.CANVAS_THREAD_WIDTH.comment=Controls how much of each grid cell the threads fill. Higher values mean less visible gap between threads.

option.CANVAS_THREAD_STRENGTH=Canvas Thread Strength
option.CANVAS_THREAD_STRENGTH.comment=Controls how visible the woven thread bumps are.

option.CANVAS_SHADE_STRENGTH=Canvas Shading Strength
option.CANVAS_SHADE_STRENGTH.comment=Shades each thread's cross-section, making the weave direction easier to read.

option.CANVAS_UNDER_PINCH=Canvas Under-Thread Pinch
option.CANVAS_UNDER_PINCH.comment=Controls how much the underneath thread narrows where threads cross. Lower values give a more pronounced over-under weave.

option.CANVAS_WAVE_AMOUNT=Thread Waviness
option.CANVAS_WAVE_AMOUNT.comment=Adds gentle waviness along each thread instead of perfectly straight lines.

option.CANVAS_WAVE_SCALE=Thread Waviness Scale
option.CANVAS_WAVE_SCALE.comment=Controls how frequently threads wave along their length. Lower values give longer, slower waves.

option.CANVAS_THICKNESS_VAR=Thread Thickness Variation
option.CANVAS_THICKNESS_VAR.comment=Varies each thread's thickness along its length for a more handmade look.

option.CANVAS_FIBER_STRENGTH=Fiber Noise Strength
option.CANVAS_FIBER_STRENGTH.comment=Adds fine fiber noise over the weave for extra texture detail.

option.CANVAS_GAP_STRENGTH=Weave Gap Darkening
option.CANVAS_GAP_STRENGTH.comment=Darkens the gaps where threads cross, making the weave holes more visible.

option.CANVAS_STREAK_STRENGTH=Thread Streakiness
option.CANVAS_STREAK_STRENGTH.comment=Varies brightness from thread to thread, simulating dye or material streaks.

option.CANVAS_PAINT_POOLING_STRENGTH=Paint Pooling Strength
option.CANVAS_PAINT_POOLING_STRENGTH.comment=Controls how much paint skips the weave's low points, letting raw canvas show through.

option.CANVAS_POOLING_CONTRAST=Paint Pooling Contrast
option.CANVAS_POOLING_CONTRAST.comment=Controls how sharply pooling transitions between skipped and fully-covered areas.

option.CANVAS_PAINT_THICKNESS_ENABLED=Estimate Paint Thickness
option.CANVAS_PAINT_THICKNESS_ENABLED.comment=Estimates paint thickness from color darkness and saturation, so thick paint sits on top of the canvas instead of soaking in.

option.CANVAS_PAINT_DARKNESS_WEIGHT=Paint Thickness: Darkness Weight
option.CANVAS_PAINT_DARKNESS_WEIGHT.comment=How much darker colors count toward estimated paint thickness.

option.CANVAS_PAINT_SATURATION_WEIGHT=Paint Thickness: Saturation Weight
option.CANVAS_PAINT_SATURATION_WEIGHT.comment=How much saturated colors count toward estimated paint thickness.

option.CANVAS_PAINT_PRESENCE_START=Paint Thickness Ramp Start
option.CANVAS_PAINT_PRESENCE_START.comment=How far a color must shift from bare canvas before it starts counting as a paint stroke.

option.CANVAS_PAINT_PRESENCE_END=Paint Thickness Ramp End
option.CANVAS_PAINT_PRESENCE_END.comment=How far a color must shift from bare canvas to count as a full-strength paint stroke.

option.CANVAS_THICKNESS_POOLING_REDUCTION=Thickness Pooling Reduction
option.CANVAS_THICKNESS_POOLING_REDUCTION.comment=Controls how much thick paint bridges over the weave, reducing pooling in heavily painted areas.

option.CANVAS_THICKNESS_GRAIN_HIDING=Thickness Grain Hiding
option.CANVAS_THICKNESS_GRAIN_HIDING.comment=Controls how much thick paint hides the fine weave grain beneath it.

option.CANVAS_POOLING_SUPPRESS_BRIGHTNESS=Pooling Suppression Brightness
option.CANVAS_POOLING_SUPPRESS_BRIGHTNESS.comment=Below this brightness, pooling is fully suppressed regardless of estimated paint thickness.

option.CANVAS_POOLING_SUPPRESS_SMOOTHNESS=Pooling Suppression Smoothness
option.CANVAS_POOLING_SUPPRESS_SMOOTHNESS.comment=How smoothly pooling fades out near the suppression cutoff, avoiding a hard edge.

# --- Pencil Color ---
option.PENCIL_R=§cPencil Red
option.PENCIL_R.comment=Controls the red component of the pencil color.\n\n§bAuto§r: §aPencil on Paper§r, §bColor Pencil§r, §dPainterly§r, §8Outline Pencil§r = 0.25; §9Pen on Paper§r = 0.05; §1Blueprint§r = 0.90; §7Chalkboard§r = 0.85; §eComic§r, §fTextureless Comic§r = 0.10
option.PENCIL_BLEND_MODE=Pencil Blend Mode
option.PENCIL_BLEND_MODE.comment=How the pencil color combines with the page.\n\nMultiply: darkens toward the pencil color. Use for normal graphite/ink pencils.\n\nScreen: lightens toward the pencil color. Use for white or light-colored pencils, e.g. a blueprint mode with white lines on a dark page.\n\n§bAuto§r: Multiply for all styles except §1Blueprint§r, §7Chalkboard§r = Screen
option.PENCIL_DUST_ENABLED=Pencil Dust
option.PENCIL_DUST_ENABLED.comment=Adds a large-scale dust/smudge haze over the whole image, tinted with the current Pencil Color.\n\n§bAuto§r: Off for all styles except §7Chalkboard§r = On
option.PENCIL_DUST_SCALE=Pencil Dust Scale
option.PENCIL_DUST_SCALE.comment=Size of the dust patches. Lower values make larger, softer patches; higher values make smaller, busier patches.
option.PENCIL_DUST_STRENGTH=Pencil Dust Strength
option.PENCIL_DUST_STRENGTH.comment=How visible the dust layer is. 0 turns it off without disabling the feature.
option.PENCIL_DUST_SPEED=Pencil Dust Speed
option.PENCIL_DUST_SPEED.comment=How often the dust re-settles into a new arrangement. Lower values change less often; higher values refresh more frequently.

option.PENCIL_G=§aPencil Green
option.PENCIL_G.comment=Controls the green component of the pencil color.\n\n§bAuto§r: §aPencil on Paper§r, §bColor Pencil§r, §dPainterly§r, §8Outline Pencil§r = 0.25; §9Pen on Paper§r = 0.05; §1Blueprint§r = 0.90; §7Chalkboard§r = 0.84; §eComic§r, §fTextureless Comic§r = 0.10

option.PENCIL_B=§9Pencil Blue
option.PENCIL_B.comment=Controls the blue component of the pencil color.\n\n§bAuto§r: §aPencil on Paper§r, §bColor Pencil§r, §dPainterly§r, §8Outline Pencil§r = 0.30; §9Pen on Paper§r = 0.60; §1Blueprint§r = 0.90; §7Chalkboard§r = 0.82; §eComic§r, §fTextureless Comic§r = 0.15

# --- Pencil Grain ---
option.ADVANCED_GRAIN_SYSTEM=Advanced Grain System
option.ADVANCED_GRAIN_SYSTEM.comment=Enables realistic pencil-on-paper grain interaction. Creates authentic graphite texture by simulating how pencil graphite catches on paper fibers.\n\n§c[-] May impact performance.\n\n§bAuto§r: Off for all styles except §aPencil on Paper§r = On

option.PENCIL_GRAIN_ENABLED=Basic Grain
option.PENCIL_GRAIN_ENABLED.comment=Enables basic pencil-paper grain interaction. A simpler, lower-cost version of the grain effect.

option.GRAIN_HEIGHT_SCALE=Grain Height Scale
option.GRAIN_HEIGHT_SCALE.comment=Controls the scale of the grain height map used for pencil interaction. Higher values create finer grain detail, lower values create broader texture effects.

option.GRAIN_INTENSITY=Grain Intensity
option.GRAIN_INTENSITY.comment=Overall strength of the grain effect on pencil strokes. Higher values make the paper texture more prominent in pencil lines and shading.

option.GRAIN_DIRECTIONAL_BIAS=Grain Directional Bias
option.GRAIN_DIRECTIONAL_BIAS.comment=Adds directional bias to the paper grain, simulating the natural fiber direction in drawing paper. Creates more realistic pencil texture.

option.GRAIN_FINE_DETAIL=Grain Fine Detail
option.GRAIN_FINE_DETAIL.comment=Controls the strength of fine speckle details in the paper grain. Adds micro-texture that makes pencil strokes look more authentic.

option.PRESSURE_SOFTENING=Pressure Softening
option.PRESSURE_SOFTENING.comment=Simulates how pencil pressure affects grain visibility. Higher pressure (darker areas) shows less grain as the graphite fills paper texture.

option.GRAIN_L1_SCALE=Grain Layer 1 Scale
option.GRAIN_L1_SCALE.comment=Scale of the fine light speckle layer in the multi-layer grain system. Controls the finest details of paper texture interaction.

option.GRAIN_L2_SCALE=Grain Layer 2 Scale
option.GRAIN_L2_SCALE.comment=Scale of the darker, sparser fleck layer. Creates larger texture variations that add depth to the pencil-paper interaction.

# --- Outline Detection ---
option.GEOMETRIC_OUTLINES=Geometric Outlines
option.GEOMETRIC_OUTLINES.comment=Detects edges based on depth and surface normal differences. Creates clean outlines around 3D geometry and major shape boundaries.

option.LINE_THRESHOLD_DEPTH=Depth Edge Threshold
option.LINE_THRESHOLD_DEPTH.comment=Sensitivity for detecting depth-based edges. Lower values detect more subtle depth changes, higher values only detect major depth differences.

option.LINE_THRESHOLD_NORMAL=Normal Edge Threshold
option.LINE_THRESHOLD_NORMAL.comment=Sensitivity for detecting surface normal changes. Controls how sensitive the outline detection is to changes in surface direction.

option.GEOMETRIC_THICKNESS=Geometric Outline Thickness
option.GEOMETRIC_THICKNESS.comment=Controls the thickness of geometric outlines. Higher values create bolder, more prominent edge lines.\n\n§bAuto§r: §aPencil on Paper§r, §8Outline Pencil§r = 3.0; §bColor Pencil§r, §7Chalkboard§r, §eComic§r, §fTextureless Comic§r = 2.75; §9Pen on Paper§r, §1Blueprint§r = 2.0; §dPainterly§r = 1.5

option.TEXTURE_OUTLINES=Texture Outlines
option.TEXTURE_OUTLINES.comment=Detects edges based on texture contrast and color differences. Captures details within surfaces like texture patterns and color boundaries.

option.LINE_THRESHOLD_CONTRAST=Texture Contrast Threshold
option.LINE_THRESHOLD_CONTRAST.comment=Sensitivity for detecting texture-based edges. Lower values detect more subtle texture changes, creating more detailed line work.

option.LIGHTING_ADAPTIVE_THRESHOLD_DARK=Dark Area Threshold Multiplier
option.LIGHTING_ADAPTIVE_THRESHOLD_DARK.comment=How much stricter outline detection becomes in dark areas. Higher values suppress more outlines in shadows.

option.LIGHTING_ADAPTIVE_THRESHOLD_BRIGHT=Bright Area Threshold Multiplier
option.LIGHTING_ADAPTIVE_THRESHOLD_BRIGHT.comment=How much stricter outline detection becomes in bright areas. Higher values suppress outlines in well-lit regions to avoid visual noise.

option.TEXTURE_THICKNESS=Texture Outline Thickness
option.TEXTURE_THICKNESS.comment=Controls the thickness of texture-based outline details. Affects the prominence of surface detail lines.\n\n§bAuto§r: §aPencil on Paper§r, §bColor Pencil§r, §8Outline Pencil§r, §eComic§r, §fTextureless Comic§r = 2.0; §9Pen on Paper§r, §dPainterly§r, §1Blueprint§r, §7Chalkboard§r = 1.5

option.TEXTURE_DISTANCE_FADE=Texture Distance Fade
option.TEXTURE_DISTANCE_FADE.comment=Controls how texture outlines fade with distance. Higher values make texture details disappear sooner, reducing visual clutter.

option.ENABLE_SKY_TEXTURE_OUTLINES=Sky Outlines
option.ENABLE_SKY_TEXTURE_OUTLINES.comment=Enables texture-based outline detection on sky elements like the Sun, Moon, and Clouds.\n\n§bAuto§r: On for all styles except §dPainterly§r = Off

option.COMPOSITE_THICKNESS_BOOST=Overall Thickness Multiplier
option.COMPOSITE_THICKNESS_BOOST.comment=Global multiplier for all outline thickness. Easily adjust the overall boldness of all pencil lines without changing individual settings.

option.TEXTURE_SIMPLIFY_DISTANCE=Texture Simplify Distance
option.TEXTURE_SIMPLIFY_DISTANCE.comment=Distance where texture outlines start to simplify. Reduces detail in distant areas to improve performance and visual clarity.

option.GEOMETRIC_ONLY_DISTANCE=Geometric Only Distance
option.GEOMETRIC_ONLY_DISTANCE.comment=Distance where only geometric outlines remain visible. Distant areas show only major shape boundaries, not texture details.

# --- World Grid ---
option.ENABLE_WORLD_GRID=Enable World Grid
option.ENABLE_WORLD_GRID.comment=Overlays a grid on world surfaces aligned to block boundaries and chunk borders.\n\n§bAuto§r: Off for all styles except §1Blueprint§r = On
value.ENABLE_WORLD_GRID.0=§4Off
value.ENABLE_WORLD_GRID.1=§2On

option.WORLD_GRID_STRENGTH=Grid Strength
option.WORLD_GRID_STRENGTH.comment=Overall opacity of the world grid overlay.

option.WORLD_GRID_MINOR_SPACING=Minor Line Spacing
option.WORLD_GRID_MINOR_SPACING.comment=Spacing of minor gridlines, in blocks.

option.WORLD_GRID_MAJOR_SPACING=Major Line Spacing
option.WORLD_GRID_MAJOR_SPACING.comment=Spacing of major gridlines, in blocks. 16 blocks lines up with chunk borders.

option.WORLD_GRID_MINOR_STRENGTH=Minor Line Strength
option.WORLD_GRID_MINOR_STRENGTH.comment=Minor line opacity, relative to Grid Strength.

option.WORLD_GRID_MAJOR_STRENGTH=Major Line Strength
option.WORLD_GRID_MAJOR_STRENGTH.comment=Major line opacity, relative to Grid Strength.

option.WORLD_GRID_LINE_WIDTH=Minor Line Width
option.WORLD_GRID_LINE_WIDTH.comment=Minor line width, in screen pixels.

option.WORLD_GRID_MAJOR_WIDTH_MULT=Major Line Width Multiplier
option.WORLD_GRID_MAJOR_WIDTH_MULT.comment=Major line width multiplier over the minor line width.


option.WORLD_GRID_FADE_START=Distance Fade Start
option.WORLD_GRID_FADE_START.comment=Linear depth where distance fade begins.

option.WORLD_GRID_FADE_END=Distance Fade End
option.WORLD_GRID_FADE_END.comment=Linear depth where the grid is fully faded out.

option.ENABLE_AIR_GRID=Enable Air Grid
option.ENABLE_AIR_GRID.comment=Draws floating 3D chunk-border lines through open air.\n\n§bAuto§r: Off for all styles except §1Blueprint§r = On
value.ENABLE_AIR_GRID.0=§4Off
value.ENABLE_AIR_GRID.1=§2On

option.AIR_GRID_STRENGTH=Air Grid Strength
option.AIR_GRID_STRENGTH.comment=Overall opacity of the floating grid lines.

option.AIR_GRID_SPACING=Air Grid Wall Spacing
option.AIR_GRID_SPACING.comment=Distance between grid walls, in blocks. 16 blocks lines up with chunk borders.

option.AIR_GRID_LINE_SPACING=Air Grid Line Spacing
option.AIR_GRID_LINE_SPACING.comment=Spacing of the grid lines drawn on each wall face, in blocks.

option.AIR_GRID_LINE_WIDTH=Air Grid Line Width
option.AIR_GRID_LINE_WIDTH.comment=Wall grid line width, in screen pixels.

option.AIR_GRID_MAX_DISTANCE=Air Grid Max Distance
option.AIR_GRID_MAX_DISTANCE.comment=Furthest a grid wall is drawn, in blocks.

option.AIR_GRID_FADE_START_DIST=Air Grid Fade Start Distance
option.AIR_GRID_FADE_START_DIST.comment=Distance, in blocks, where the air grid starts fading out.

option.AIR_GRID_FADE_END_DIST=Air Grid Fade End Distance
option.AIR_GRID_FADE_END_DIST.comment=Distance, in blocks, where the air grid is fully faded out.

option.AIR_GRID_MIN_Y=Air Grid Bottom Y
option.AIR_GRID_MIN_Y.comment=Bottom of the grid walls, in world Y.

option.AIR_GRID_MAX_Y=Air Grid Top Y
option.AIR_GRID_MAX_Y.comment=Top of the grid walls, in world Y.

# --- Pencil Line Settings ---
option.PENCIL_LINE_VARIATION=Pencil Line Variation
option.PENCIL_LINE_VARIATION.comment=Enables realistic pencil line variation. Adds natural imperfections like thickness changes, direction variation, and transparency that make lines look hand-drawn.

option.LINE_THICKNESS_VARIATION=Thickness Variation
option.LINE_THICKNESS_VARIATION.comment=Controls how much pencil line thickness varies naturally. Simulates the natural variation in pressure and angle when drawing by hand.

option.LINE_DIRECTION_VARIATION=Direction Variation
option.LINE_DIRECTION_VARIATION.comment=Adds subtle direction changes to pencil lines. Creates the natural waviness and imperfection found in hand-drawn lines.

option.LINE_GRAIN_STRENGTH=Line Grain Strength
option.LINE_GRAIN_STRENGTH.comment=Controls how much paper grain affects pencil lines. Higher values make lines more textured and broken up by paper texture.

option.PAPER_LINE_MASKING=Paper Line Masking
option.PAPER_LINE_MASKING.comment=Controls how much paper texture masks and breaks up pencil lines. Creates more realistic interaction between pencil graphite and paper surface.

option.ENABLE_SOFT_PENCIL_LINE=Soft Pencil Lines
option.ENABLE_SOFT_PENCIL_LINE.comment=Creates soft, blurred pencil line edges instead of sharp digital lines. Mimics the natural softness of graphite on paper.\n\n§bAuto§r: On for all styles except §eComic§r, §fTextureless Comic§r = Off

option.FINAL_THICKNESS_BOOST=Final Thickness Boost
option.FINAL_THICKNESS_BOOST.comment=Final multiplier applied to all pencil line thickness. Use this to fine-tune the overall line weight after all other processing.

option.OUTLINE_STRENGTH=Outline Strength
option.OUTLINE_STRENGTH.comment=Overall intensity of all outline effects. Controls how prominent the pencil lines appear in the final image.\n\n§bAuto§r: 1.5 for all styles except §dPainterly§r = 0.5

option.PENCIL_CORE_STRENGTH=Pencil Core Strength
option.PENCIL_CORE_STRENGTH.comment=Controls how dark the center of pencil lines appears. Higher values create lines with darker cores and softer edges.\n\n§bAuto§r: 0.7 for all styles except §dPainterly§r = 0.4, §eComic§r, §fTextureless Comic§r = 0.8

option.THIN_LINE_FADE_FACTOR=Thin Line Fade Factor
option.THIN_LINE_FADE_FACTOR.comment=Controls how much thinner lines fade compared to thicker ones. Simulates how light pencil strokes are more transparent than heavy ones.

option.LINE_BLUR_RADIUS=Line Blur Radius
option.LINE_BLUR_RADIUS.comment=Controls the blur radius for soft pencil line edges. Higher values create softer, more diffused line edges.

option.PENCIL_GRAIN_INTENSITY=Pencil Grain Intensity
option.PENCIL_GRAIN_INTENSITY.comment=Controls the intensity of grain texture within pencil lines. Makes lines look more textured and realistic.

option.GRAPHITE_STRENGTH=Graphite Strength
option.GRAPHITE_STRENGTH.comment=Controls how much the procedural graphite grain darkens the underlying color. Higher values give a bolder, heavier pencil-shading look.

option.PENCIL_PRESSURE_VARIATION=Pencil Pressure Variation
option.PENCIL_PRESSURE_VARIATION.comment=Simulates natural pressure variation in pencil strokes. Creates areas where lines appear darker or lighter as if drawn with varying pressure.

option.COLOR_ADAPTIVE_PENCIL=Color Adaptive Pencil
option.COLOR_ADAPTIVE_PENCIL.comment=Makes pencil outlines adopt the color of the surface they are drawn on, rather than using a fixed grey tone. Produces a colored pencil look where lines feel like they belong to the scene.\n\n§bAuto§r: Off for all styles except §bColor Pencil§r = On

option.PENCIL_DARKEN_AMOUNT=§bColor Pencil§r Darken Amount
option.PENCIL_DARKEN_AMOUNT.comment=How much the adaptive pencil darkens the underlying surface color when drawing lines.

option.PENCIL_SATURATION_BOOST=§bColor Pencil§r Saturation Boost
option.PENCIL_SATURATION_BOOST.comment=Boosts the saturation of the underlying color when forming pencil lines.

option.PENCIL_BRIGHTNESS_BIAS=§bColor Pencil§r Brightness Bias
option.PENCIL_BRIGHTNESS_BIAS.comment=Scales the darken and saturation effects based on surface brightness. At 1.0, dark surfaces receive full effect while bright surfaces receive very little, mimicking how colored pencil shows up more on darker areas.

# --- Shading ---

option.SHADING_ENABLED=Enable Shading
option.SHADING_ENABLED.comment=Master toggle for dark/midtone shading. Creates authentic hand-drawn shadow effects.\n\n§bAuto§r: On for all styles except §dPainterly§r = Off

option.SHADING_STYLE=Shading Style
option.SHADING_STYLE.comment=Chooses how dark/mid tones are rendered: hatching, Ben-Day dots, or a hybrid of both.\n\n§bAuto§r: Hatching for all styles except §eComic§r, §fTextureless Comic§r = Ben-Day Dots

option.SCALE_HATCHING_WITH_DARKNESS=Scale with Darkness
option.SCALE_HATCHING_WITH_DARKNESS.comment=Makes hatching thickness and intensity scale with how dark an area is. Darker areas get thicker, more intense hatching.

option.HATCHING_DARKNESS_THRESHOLD=Darkness Threshold
option.HATCHING_DARKNESS_THRESHOLD.comment=Darkness level where hatching starts to appear. Lower values add hatching to lighter areas, higher values restrict it to very dark areas.

option.HATCHING_DENSITY=Hatching Density
option.HATCHING_DENSITY.comment=Controls how densely packed the hatching lines are. Higher values create more closely spaced lines.

option.MAX_HATCHING_DIRECTIONS=Max Hatching Directions
option.MAX_HATCHING_DIRECTIONS.comment=Maximum number of hatching directions that can be used. More directions create smoother shading in very dark areas.\n\n§c[-] Higher values impact performance.

option.HATCHING_THICKNESS=Hatching Line Thickness
option.HATCHING_THICKNESS.comment=Base thickness of individual hatching lines. Thicker lines create bolder, more graphic shading.

option.HATCHING_STRENGTH=Hatching Strength
option.HATCHING_STRENGTH.comment=Overall intensity of the hatching effect. Controls how prominent the hatching appears in dark areas.\n\n§bAuto§r: §aPencil on Paper§r, §bColor Pencil§r, §dPainterly§r, §7Chalkboard§r, §eComic§r, §fTextureless Comic§r = 0.4; §8Outline Pencil§r = 0.8; §9Pen on Paper§r, §1Blueprint§r = 1.0

option.CROSS_HATCHING_THRESHOLD=Cross-Hatching Threshold
option.CROSS_HATCHING_THRESHOLD.comment=Darkness level where secondary hatching lines are added for cross-hatching. Very dark areas get multiple layers of hatching.

option.HATCHING_IRREGULARITY=Hatching Irregularity
option.HATCHING_IRREGULARITY.comment=Controls how irregular and organic the hatching lines appear. Higher values create more hand-drawn looking hatching.

option.HATCHING_THICKNESS_VARIATION=Thickness Variation
option.HATCHING_THICKNESS_VARIATION.comment=Controls how much individual hatching line thickness varies. Simulates natural pressure variation in hand-drawn hatching.

option.HATCHING_SPACING_VARIATION=Spacing Variation
option.HATCHING_SPACING_VARIATION.comment=Controls irregularity in spacing between hatching lines. Creates more natural, hand-drawn looking hatching patterns.

option.HATCHING_PRESSURE_VARIATION=Pressure Variation
option.HATCHING_PRESSURE_VARIATION.comment=Simulates pencil pressure variation within hatching strokes. Creates more authentic-looking hatching with natural darkness variation.

option.HATCHING_LINE_BREAKS=Line Breaks
option.HATCHING_LINE_BREAKS.comment=Adds random breaks in hatching lines to simulate natural drawing imperfections. Makes hatching look more hand-drawn.

option.HATCHING_DIRECTION_SPACING=Direction Spacing
option.HATCHING_DIRECTION_SPACING.comment=Darkness interval for adding each new hatching direction. Controls how quickly additional hatching layers are added as areas get darker.

option.HATCHING_LINE_SKIP_ENABLED=Line Skipping
option.HATCHING_LINE_SKIP_ENABLED.comment=Randomly skips hatching lines for a more natural, imperfect look.

option.HATCHING_LINE_SKIP_BASE_CHANCE=Base Skip Chance
option.HATCHING_LINE_SKIP_BASE_CHANCE.comment=Base probability that any given hatching line will be skipped.

option.HATCHING_LINE_SKIP_INCREMENT=Skip Chance Increment
option.HATCHING_LINE_SKIP_INCREMENT.comment=Additional skip probability added per hatching direction layer.

option.HATCHING_LINE_SKIP_MAX_CHANCE=Maximum Skip Chance
option.HATCHING_LINE_SKIP_MAX_CHANCE.comment=Maximum skip probability cap for hatching lines.

# --- Ben-Day Dots ---

option.DOT_DARKNESS_THRESHOLD=Darkness Threshold
option.DOT_DARKNESS_THRESHOLD.comment=Darkness level where dots start appearing.

option.DOT_SPACING=Dot Spacing
option.DOT_SPACING.comment=How densely packed the dot grid is.

option.DOT_GRID_ANGLE=Grid Angle
option.DOT_GRID_ANGLE.comment=Rotation of the dot grid, like a printed halftone screen.

option.DOT_SIZE=Dot Size
option.DOT_SIZE.comment=Overall dot size multiplier.

option.DOT_MIN_RADIUS=Minimum Radius
option.DOT_MIN_RADIUS.comment=Smallest dot radius, used near the darkness threshold.

option.DOT_MAX_FILL=Maximum Fill
option.DOT_MAX_FILL.comment=Largest dot radius as a fraction of cell size, in deep shadow.

option.DOT_STRENGTH=Dot Strength
option.DOT_STRENGTH.comment=Overall intensity of the dot pattern.

option.DOT_SIZE_VARIATION=Size Variation
option.DOT_SIZE_VARIATION.comment=Per-dot size variation, for a hand-printed look.

option.DOT_JITTER=Jitter
option.DOT_JITTER.comment=How far dot centers wander from the grid.

option.DOT_EDGE_SOFTNESS=Edge Softness
option.DOT_EDGE_SOFTNESS.comment=Softness of each dot's edge.

option.DOT_SKIP_ENABLED=Dot Skip
option.DOT_SKIP_ENABLED.comment=Randomly skips some dots entirely for a less mechanical look.

option.DOT_SKIP_CHANCE=Dot Skip Chance
option.DOT_SKIP_CHANCE.comment=Chance a given dot is skipped entirely.

option.DOT_TO_HATCH_TRANSITION=Dot-to-Hatch Transition
option.DOT_TO_HATCH_TRANSITION.comment=Darkness level where dots give way to hatching. Hybrid style only.

option.DOT_TO_HATCH_BAND=Dot-to-Hatch Band
option.DOT_TO_HATCH_BAND.comment=Width of the crossfade between dots and hatching. Hybrid style only.

# --- Texture Style ---
option.DISABLE_TEXTURES=Disable Texture Rendering
option.DISABLE_TEXTURES.comment=Permanently disable all texture rendering while paper effects are enabled. Recommended to turn shadows off while this is enabled.\n\n§bAuto§r: On for §9Pen on Paper§r, §8Outline Pencil§r, §1Blueprint§r, Chalkboard; Off for §aPencil on Paper§r, §bColor Pencil§r, §dPainterly§r, Comic

option.TEXTURE_PAPER_STYLE=Texture Paper Style
option.TEXTURE_PAPER_STYLE.comment=Applies paper style processing to textures before outline detection.\n\n§bAuto§r: On for §aPencil on Paper§r, §9Pen on Paper§r, §8Outline Pencil§r, §1Blueprint§r, Chalkboard; Off for §bColor Pencil§r, §dPainterly§r, Comic

option.TEXTURE_PAPER_WHITENESS=Texture Paper Whiteness
option.TEXTURE_PAPER_WHITENESS.comment=Controls how white texture areas become when paper style is applied.

option.TEXTURE_GRAYSCALE_STRENGTH=Texture Grayscale Strength
option.TEXTURE_GRAYSCALE_STRENGTH.comment=Controls how much textures are converted to grayscale. Higher values create more monochromatic textures for pencil drawing effect.

option.ENABLE_DIRECTIONAL_LIGHTING=Directional Lighting
option.ENABLE_DIRECTIONAL_LIGHTING.comment=Enables directional lighting calculations that work regardless of shadows.\n\n§c[-] May impact performance.

option.GRAY_BIAS_STRENGTH=Gray Bias Strength
option.GRAY_BIAS_STRENGTH.comment=Controls how much gray areas are biased toward white. Helps prevent mid-tones from becoming muddy in the pencil drawing style.

option.GRAY_BIAS_RANGE_MIN=Gray Bias Range Minimum
option.GRAY_BIAS_RANGE_MIN.comment=Lower bound for detecting areas that should receive gray bias. Prevents very dark areas from being affected.

option.GRAY_BIAS_RANGE_MAX=Gray Bias Range Maximum
option.GRAY_BIAS_RANGE_MAX.comment=Upper bound for detecting areas that should receive gray bias. Prevents very light areas from being over-brightened.

option.GRAY_BIAS_BRIGHTNESS_LIFT=Gray Bias Brightness Lift
option.GRAY_BIAS_BRIGHTNESS_LIFT.comment=How much brightness is added to areas within the gray bias range. Creates cleaner mid-tones in the drawing style.

# --- §dPainterly§r ---
option.KUWAHARA_ENABLED=Kuwahara Filter
option.KUWAHARA_ENABLED.comment=Applies a Kuwahara filter to emulate brushstrokes for a painted aesthetic.\n§c[-] Large performance impact.\n\n§bAuto§r: Off for all styles except §dPainterly§r = On

option.KUWAHARA_RADIUS=Brush Size
option.KUWAHARA_RADIUS.comment=Controls the radius of the Kuwahara filter kernel. Larger values = bigger, smoother paint strokes.\n§c[-] May impact performance.

option.KUWAHARA_SHARPNESS=Stroke Sharpness
option.KUWAHARA_SHARPNESS.comment=Controls how sharply the painterly effect separates color regions. Higher values create crisper, more defined brush strokes.

option.SKY_KUWAHARA_ENABLED=Sky Kuwahara Filter
option.SKY_KUWAHARA_ENABLED.comment=Applies a Kuwahara painterly filter directly to the sky, independent of the screen-space Kuwahara setting. Great for a painted sky look on any drawing style.\n\n§bAuto§r: Off for all styles except §dPainterly§r = On
value.SKY_KUWAHARA_ENABLED.0=§4Off
value.SKY_KUWAHARA_ENABLED.1=§2On
value.SKY_KUWAHARA_ENABLED.STYLE_SKY_KUWAHARA_ENABLED=§bAuto

option.SKY_KUWAHARA_RADIUS=Sky Brush Size
option.SKY_KUWAHARA_RADIUS.comment=Radius of the Kuwahara kernel applied to the sky. Larger values produce broader, smoother sky brush strokes.\\n§c[-] May impact performance.

# --- Voronoi Distortion ---
option.ENABLE_VORONOI_DISTORTION=Enable Voronoi Distortion
option.ENABLE_VORONOI_DISTORTION.comment=Enables subtle geometric distortion effects using Voronoi patterns. Creates stylistic warping that can enhance the hand-drawn aesthetic.\n\n§bAuto§r: Off for all styles except §dPainterly§r = On

option.VORONOI_BLOCK_DISTORTION=Block Distortion
option.VORONOI_BLOCK_DISTORTION.comment=Applies Voronoi distortion to block geometry. Creates subtle warping effects that make structures look more organic and hand-drawn.

option.VORONOI_ENTITY_DISTORTION=Entity Distortion
option.VORONOI_ENTITY_DISTORTION.comment=Applies Voronoi distortion to entities (mobs, players).

option.VORONOI_VIEWMODEL_DISTORTION=Viewmodel Distortion
option.VORONOI_VIEWMODEL_DISTORTION.comment=Applies Voronoi distortion to the player's hand and held items. Creates warping effects on first-person view elements.

# --- Shadow Settings ---
option.ENABLE_SHADOWS=Enable Shadows
option.ENABLE_SHADOWS.comment=Enables real-time shadow casting from the sun and moon.\n\n§c[-] Large performance impact.§r\n\n§bAuto§r: On for all styles except §1Blueprint§r, §7Chalkboard§r = Off

option.COLORED_SHADOWS=Colored Shadows
option.COLORED_SHADOWS.comment=Enables colored shadow effects that can add subtle color variation to shadow areas. Works well with the drawing style aesthetic.

option.SHADOW_BRIGHTNESS=Shadow Brightness
option.SHADOW_BRIGHTNESS.comment=Controls how bright shadowed areas appear. Lower values create darker, more dramatic shadows that enhance the pencil drawing contrast.

option.BLOCK_LIGHT_INTENSITY=Block Light Brightness
option.BLOCK_LIGHT_INTENSITY.comment=Multiplies brightness of block lights (torches, lanterns, etc).

option.CAVE_DARKNESS=Cave Darkness
option.CAVE_DARKNESS.comment=Adds extra darkness boost inside caves and enclosed areas.

option.SOFT_SHADOWS=Soft Shadows
option.SOFT_SHADOWS.comment=Enables soft shadow edges using percentage closer filtering (PCF). Creates more realistic, diffused shadow boundaries.

option.PCF_SAMPLE=Shadow Softness Samples
option.PCF_SAMPLE.comment=Number of samples used for soft shadow filtering. Higher values create smoother shadow edges.\n\n§c[-] High values may impact performance.

option.PCF_BLUR_RADIUS=Shadow Softness Radius
option.PCF_BLUR_RADIUS.comment=Controls the blur radius for soft shadows. Higher values create softer, more diffused shadow edges.

option.shadowMapResolution=Shadow Map Resolution
option.shadowMapResolution.comment=Resolution of the shadow map texture. Higher values provide more detailed shadows.\n\n§c[-] High values severely impact performance.

option.shadowDistance=Shadow Distance
option.shadowDistance.comment=Maximum distance from the player where real-time shadows are rendered.\n\n§c[-] High values may impact performance.

option.SHADOW_DISTORTION=Shadow Map Distortion
option.SHADOW_DISTORTION.comment=Enables shadow map distortion to improve shadow quality near the player. Reduces shadow precision artifacts in the distance.

option.SHADOW_DISTORT_REDUCTION=Distortion Reduction
option.SHADOW_DISTORT_REDUCTION.comment=Controls the amount of shadow map distortion applied. Low values improve near-player shadow quality but may reduce distant shadow accuracy.

option.sunPathRotation=Sun Path Rotation
option.sunPathRotation.comment=Adjusts the angle of the sun's path across the sky. Changes the direction of shadows and lighting throughout the day.

# Advanced Shadow
option.FAR_DISTANCE_BIAS_START=Far Shadow Bias Start
option.FAR_DISTANCE_BIAS_START.comment=The distance where far shadow bias correction begins.

option.FAR_DISTANCE_BIAS_RANGE=Far Shadow Bias End
option.FAR_DISTANCE_BIAS_RANGE.comment=The distance where far shadow bias correction ends.

option.FAR_DISTANCE_BIAS_MAX=Far Shadow Bias Max
option.FAR_DISTANCE_BIAS_MAX.comment=The maximum amount of bias far shadow correction can apply.

option.WATER_SHADOW_BIAS_MULTIPLIER=Water Shadow Bias
option.WATER_SHADOW_BIAS_MULTIPLIER.comment=Increases shadow bias specifically for water surfaces to reduce shadow acne artifacts on water.

option.WATER_PCF_SAMPLES=Water PCF Samples
option.WATER_PCF_SAMPLES.comment=Number of PCF samples used specifically for water shadows. Reduced from main PCF samples to improve water rendering performance.

option.WATER_SHADOW_SOFTNESS=Water Shadow Softness
option.WATER_SHADOW_SOFTNESS.comment=Controls the softness of shadows cast on water surfaces. Lower values create sharper water shadows.

option.LIGHT_DIRECTION_OFFSET=Light Direction Offset
option.LIGHT_DIRECTION_OFFSET.comment=Small offset applied to light direction calculations. Can help reduce shadow artifacts in certain situations.

# --- Sun & Moon Light ---
option.BLOCK_LIGHT_COLOR_R=Block Light Color Red
option.BLOCK_LIGHT_COLOR_R.comment=Red channel of block light color.
option.BLOCK_LIGHT_COLOR_G=Block Light Color Green
option.BLOCK_LIGHT_COLOR_G.comment=Green channel of block light color.
option.BLOCK_LIGHT_COLOR_B=Block Light Color Blue
option.BLOCK_LIGHT_COLOR_B.comment=Blue channel of block light color.

option.SUNLIGHT_DAY_COLOR_R=Daylight Color Red
option.SUNLIGHT_DAY_COLOR_R.comment=Red channel of direct sunlight color (lit surfaces, daytime).
option.SUNLIGHT_DAY_COLOR_G=Daylight Color Green
option.SUNLIGHT_DAY_COLOR_G.comment=Green channel of direct sunlight color (lit surfaces, daytime).
option.SUNLIGHT_DAY_COLOR_B=Daylight Color Blue
option.SUNLIGHT_DAY_COLOR_B.comment=Blue channel of direct sunlight color (lit surfaces, daytime).

option.SUNLIGHT_NIGHT_COLOR_R=Moonlight Color Red
option.SUNLIGHT_NIGHT_COLOR_R.comment=Red channel of direct moonlight color (lit surfaces, nighttime).
option.SUNLIGHT_NIGHT_COLOR_G=Moonlight Color Green
option.SUNLIGHT_NIGHT_COLOR_G.comment=Green channel of direct moonlight color (lit surfaces, nighttime).
option.SUNLIGHT_NIGHT_COLOR_B=Moonlight Color Blue
option.SUNLIGHT_NIGHT_COLOR_B.comment=Blue channel of direct moonlight color (lit surfaces, nighttime).

option.SUNLIGHT_GOLDEN_HOUR_STRENGTH=Golden Hour Strength
option.SUNLIGHT_GOLDEN_HOUR_STRENGTH.comment=How much sunset/sunrise tint blends into lit surfaces.

option.DAY_AMBIENT_BRIGHTNESS=Day Ambient Brightness
option.DAY_AMBIENT_BRIGHTNESS.comment=Multiplies the general outdoor sky light level during the day.

option.DAY_DIRECT_BRIGHTNESS=Day Direct Brightness
option.DAY_DIRECT_BRIGHTNESS.comment=Multiplies direct sunlight on sunlit surfaces during the day (faces not in shadow).

option.NIGHT_AMBIENT_BRIGHTNESS=Night Ambient Brightness
option.NIGHT_AMBIENT_BRIGHTNESS.comment=Multiplies the general outdoor moonlit glow at night.

option.NIGHT_DIRECT_BRIGHTNESS=Night Direct Brightness
option.NIGHT_DIRECT_BRIGHTNESS.comment=Multiplies direct moonlight on moonlit surfaces at night (faces not in shadow).

option.MOON_PHASE_INFLUENCE=Moon Phase Influence
option.MOON_PHASE_INFLUENCE.comment=How much the moon phase impacts night brightness. 0 = ignore the phase entirely (always full brightness). 1 = a new moon fades night brightness all the way to dark. A full moon is always unaffected regardless of this setting.

# --- Godrays ---
option.GODRAYS_ENABLED=Volumetric Godrays
option.GODRAYS_ENABLED.comment=Enables volumetric crepuscular rays (godrays) that radiate from the sun.\n\n§c[-] Large performance impact.

option.GODRAY_SAMPLES=Godray Sample Count
option.GODRAY_SAMPLES.comment=Number of raymarching steps for godrays.\n\n§c[-] High values may impact performance.

option.GODRAY_INTENSITY=Daytime Godray Intensity
option.GODRAY_INTENSITY.comment=Daytime brightness of the godray effect.

option.GODRAY_DENSITY=Godray Density
option.GODRAY_DENSITY.comment=How far the rays reach across the screen toward the sun.

option.GODRAY_DECAY=Godray Decay
option.GODRAY_DECAY.comment=How quickly the rays fade with distance. Lower values = faster fade.

option.GODRAY_WARMTH=Godray Warmth
option.GODRAY_WARMTH.comment=Adds a warm yellowish tint to the rays.

option.GODRAY_WEIGHT=Ray Brightness
option.GODRAY_WEIGHT.comment=Godray per-sample contribution weight.

option.GODRAY_NIGHT_INTENSITY=Nighttime Godray Intensity
option.GODRAY_NIGHT_INTENSITY.comment=Nighttime brightness of the godray effect.

option.GODRAY_MOON_WARMTH=Moon Godray Tint
option.GODRAY_MOON_WARMTH.comment=Adds a cool (blue) tint to the rays.

option.GODRAY_DUAL_TWILIGHT=Dual Twilight Godrays
option.GODRAY_DUAL_TWILIGHT.comment=During sunrise and sunset, renders a second godray pass from the opposite horizon — so you see rays from both the rising and setting light at once.\n\n§c[-] Moderate performance cost.

# --- Bloom ---
option.BLOOM_ENABLED=Enable Bloom
option.BLOOM_ENABLED.comment=Enables bloom/glow effects around bright areas. Adds atmospheric glow to light sources and bright surfaces.

option.PIXEL_BLOOM=Pixelated Bloom
option.PIXEL_BLOOM.comment=Switches between pixelated or soft bloom style.\n\n§bAuto§r: Pixelated for all styles except §dPainterly§r, §eComic§r, §fTextureless Comic§r = Soft

option.BLOOM_THRESHOLD=Bloom Threshold
option.BLOOM_THRESHOLD.comment=Brightness level required to trigger bloom effects. Lower values make more areas glow, higher values restrict bloom to very bright areas.

option.BLOOM_INTENSITY=Bloom Intensity
option.BLOOM_INTENSITY.comment=Controls the strength of the bloom effect. Higher values create more prominent glowing halos around bright objects.

option.BLOOM_RADIUS=Bloom Radius
option.BLOOM_RADIUS.comment=Controls how far bloom effects extend from bright sources. Higher values create larger, more diffused glow areas.

option.BLOOM_QUALITY=Bloom Quality
option.BLOOM_QUALITY.comment=Number of samples used for bloom blur. Higher quality creates smoother bloom.\n\n§c[-] High values may impact performance.

# --- Emissive Settings ---
option.EMISSIVE_BASE_THRESHOLD=Emissive Brightness Threshold
option.EMISSIVE_BASE_THRESHOLD.comment=Brightness level required for surfaces to be considered emissive. Lower values make more surfaces glow.

option.EMISSIVE_BOOST_STRENGTH=Emissive Boost Strength
option.EMISSIVE_BOOST_STRENGTH.comment=How much brighter emissive surfaces should appear. Higher values create more prominent glowing effects.

# --- Sky ---
option.ENABLE_SKY_TEXTURE_OUTLINES=Sun/Moon Outlines
option.ENABLE_SKY_TEXTURE_OUTLINES.comment=Enables texture-based outline detection on sky elements like the Sun, Moon, and Stars.\n\n§bAuto§r: On for all styles except §dPainterly§r = Off

# Sky sub-screens
screen.SkyColors=Sky Colors
screen.SkyGlow=Sunset & Twilight
screen.SkyCelestial=Celestial Halos
 
# Day sky
option.SKY_DAY_ZENITH_R=§cDay Zenith Red
option.SKY_DAY_ZENITH_G=§aDay Zenith Green
option.SKY_DAY_ZENITH_B=§9Day Zenith Blue
option.SKY_DAY_HORIZON_R=§cDay Horizon Red
option.SKY_DAY_HORIZON_G=§aDay Horizon Green
option.SKY_DAY_HORIZON_B=§9Day Horizon Blue
option.SKY_DAY_ZENITH_R.comment=Red channel of the midday sky at the top of the dome.
option.SKY_DAY_ZENITH_G.comment=Green channel of the midday sky at the top of the dome.
option.SKY_DAY_ZENITH_B.comment=Blue channel of the midday sky at the top of the dome.
option.SKY_DAY_HORIZON_R.comment=Red channel of the midday sky at the horizon.
option.SKY_DAY_HORIZON_G.comment=Green channel of the midday sky at the horizon.
option.SKY_DAY_HORIZON_B.comment=Blue channel of the midday sky at the horizon.
 
# Night sky
option.SKY_NIGHT_ZENITH_R=§cNight Zenith Red
option.SKY_NIGHT_ZENITH_G=§aNight Zenith Green
option.SKY_NIGHT_ZENITH_B=§9Night Zenith Blue
option.SKY_NIGHT_HORIZON_R=§cNight Horizon Red
option.SKY_NIGHT_HORIZON_G=§aNight Horizon Green
option.SKY_NIGHT_HORIZON_B=§9Night Horizon Blue
option.SKY_NIGHT_ZENITH_R.comment=Red channel of the night sky overhead.
option.SKY_NIGHT_ZENITH_G.comment=Green channel of the night sky overhead.
option.SKY_NIGHT_ZENITH_B.comment=Blue channel of the night sky overhead.
option.SKY_NIGHT_HORIZON_R.comment=Red channel of the night sky at the horizon.
option.SKY_NIGHT_HORIZON_G.comment=Green channel of the night sky at the horizon.
option.SKY_NIGHT_HORIZON_B.comment=Blue channel of the night sky at the horizon.
 
# Gradient shape
option.SKY_HORIZON_POWER=Horizon Gradient Power
option.SKY_HORIZON_POWER.comment=Controls how quickly the horizon color transitions up toward the zenith. Higher values create a tighter, lower band of horizon color. Lower values spread the horizon color across more of the sky.
 
# Sunset / Sunrise
option.SKY_SUNSET_R=§cSunset Tint Red
option.SKY_SUNSET_G=§aSunset Tint Green
option.SKY_SUNSET_B=§9Sunset Tint Blue
option.SKY_SUNSET_TINT_STRENGTH=Tint Strength
option.SKY_SUNSET_HOTSPOT_WIDTH=Hotspot Width
option.SKY_SUNSET_HOTSPOT_STRENGTH=Hotspot Brightness
option.SKY_SUNSET_R.comment=Red channel of the sunset and sunrise sky tint color.
option.SKY_SUNSET_G.comment=Green channel of the sunset and sunrise sky tint color.
option.SKY_SUNSET_B.comment=Blue channel of the sunset and sunrise sky tint color.
option.SKY_SUNSET_TINT_STRENGTH.comment=Overall intensity of the sunset/sunrise color tint blended into the sky.
option.SKY_SUNSET_HOTSPOT_WIDTH.comment=Controls the angular spread of the bright hotspot directly around the sun during sunrise/sunset. Lower = tighter, brighter point; higher = wider soft arc.
option.SKY_SUNSET_HOTSPOT_STRENGTH.comment=Brightness of the concentrated directional hotspot around the sun position at sunrise/sunset.
 
# Twilight
option.SKY_TWILIGHT_R=§cTwilight Red
option.SKY_TWILIGHT_G=§aTwilight Green
option.SKY_TWILIGHT_B=§9Twilight Blue
option.SKY_TWILIGHT_STRENGTH=Twilight Strength
option.SKY_TWILIGHT_R.comment=Red channel of the brief purple twilight phase just after sunset and before sunrise.
option.SKY_TWILIGHT_G.comment=Green channel of the twilight phase.
option.SKY_TWILIGHT_B.comment=Blue channel of the twilight phase.
option.SKY_TWILIGHT_STRENGTH.comment=How strongly the twilight color overlays the sky. Set to 0 to disable.
 
# Sun halo
option.SKY_SUN_GLOW_R=§cSun Halo Red
option.SKY_SUN_GLOW_G=§aSun Halo Green
option.SKY_SUN_GLOW_B=§9Sun Halo Blue
option.SKY_SUN_GLOW_SIZE=Sun Halo Falloff
option.SKY_SUN_GLOW_STRENGTH=Sun Halo Strength
option.SKY_SUN_GLOW_R.comment=Red channel of the atmospheric scattering halo around the sun.
option.SKY_SUN_GLOW_G.comment=Green channel of the sun halo.
option.SKY_SUN_GLOW_B.comment=Blue channel of the sun halo.
option.SKY_SUN_GLOW_SIZE.comment=Controls the falloff radius of the sun halo. Lower = tight bright corona; higher = wide soft glow.
option.SKY_SUN_GLOW_STRENGTH.comment=Overall intensity of the sun's atmospheric halo.
 
# Moon halo
option.SKY_MOON_GLOW_R=§cMoon Halo Red
option.SKY_MOON_GLOW_G=§aMoon Halo Green
option.SKY_MOON_GLOW_B=§9Moon Halo Blue
option.SKY_MOON_GLOW_SIZE=Moon Halo Falloff
option.SKY_MOON_GLOW_STRENGTH=Moon Halo Strength
option.SKY_MOON_GLOW_R.comment=Red channel of the halo around the moon.
option.SKY_MOON_GLOW_G.comment=Green channel of the moon halo.
option.SKY_MOON_GLOW_B.comment=Blue channel of the moon halo.
option.SKY_MOON_GLOW_SIZE.comment=Falloff radius of the moon's halo.
option.SKY_MOON_GLOW_STRENGTH.comment=Overall brightness of the moon's halo.


# --- Atmosphere ---
option.FOG_ENABLED=Border Fog
option.FOG_ENABLED.comment=Enables/Disables fog at the world border. You may want to disable this to improve Voxy or Distant Horizons compatibility.

option.WATER_FOG_ENABLED=Underwater Fog
option.WATER_FOG_ENABLED.comment=Enables/Disables fog when underwater.

option.Shininess=Water Shine Intensity
option.Shininess.comment=Controls the intensity of reflective shine on water surfaces. Higher values create more prominent water highlights and reflections.

# --- Water Waves ---
option.WATER_WAVE_AMPLITUDE=Wave Amplitude
option.WATER_WAVE_AMPLITUDE.comment=Controls the height/intensity of water surface waves. Higher values create more dramatic water movement.

option.WATER_WAVE_FREQUENCY=Wave Frequency
option.WATER_WAVE_FREQUENCY.comment=Controls how frequently water waves occur across the surface. Higher values create more rippled water.

option.WATER_WAVE_SPEED=Wave Speed
option.WATER_WAVE_SPEED.comment=Controls how fast water waves animate. Higher values create more dynamic, fast-moving water surfaces.

# --- Speed Lines ---
option.SPEED_LINES_ENABLED=Enable Speed Lines
option.SPEED_LINES_ENABLED.comment=Enables anime-style speed lines. §e[!!] Configure Speed Threshold for best results.

option.SPEED_LINE_WHITE=Speed Line Color
option.SPEED_LINE_WHITE.comment=Sets the color of speed lines (black or white).

option.SPEED_LINES_STATIC=Static Speed Lines
option.SPEED_LINES_STATIC.comment=Makes speed lines static (non-animated). Good for screenshots.

option.SPEED_LINE_COUNT=Number of Speed Lines
option.SPEED_LINE_COUNT.comment=Controls how many speed lines appear on screen.

option.SPEED_LINE_INTENSITY=Speed Line Intensity
option.SPEED_LINE_INTENSITY.comment=Controls the opacity/strength of the speed line effect.

option.SPEED_THRESHOLD=Speed Threshold
option.SPEED_THRESHOLD.comment=The movement speed (in blocks per frame) required to trigger speed lines. This value is fps-dependent — adjust to match your frame rate.

# --- Vignette ---
option.WHITE_VIGNETTE_ENABLED=Enable Vignette
option.WHITE_VIGNETTE_ENABLED.comment=Adds a white vignette to the screen edges, simulating the look of paper that hasn't been drawn to the edge.

option.VIGNETTE_STRENGTH=Vignette Strength
option.VIGNETTE_STRENGTH.comment=Controls the overall intensity of the white vignette effect.

option.VIGNETTE_RADIUS=Vignette Radius
option.VIGNETTE_RADIUS.comment=Sets how far from the center the vignette begins to fade in. Lower values start the fade closer to the center, higher values push it toward the screen edges.

option.VIGNETTE_SOFTNESS=Vignette Softness
option.VIGNETTE_SOFTNESS.comment=Higher values create a softer, more blended fade while lower values produce a sharper edge.

# --- Vertex Distortion ---
option.UNCUBE_STRENGTH=Uncube Distortion Level
option.UNCUBE_STRENGTH.comment=Applies geometric distortion to vertex positions. Creates stylistic warping that can enhance the hand-drawn aesthetic.

option.UNCUBE_CAMERA=Camera Height
option.UNCUBE_CAMERA.comment=Camera height parameter used in various distortion calculations. Affects how distortion effects are applied relative to the player's position.

option.UNCUBE_DISTANCE_SCALING=Distance Scaling
option.UNCUBE_DISTANCE_SCALING.comment=Enables distance-based scaling for uncube distortion. Makes distortion effects vary based on distance from the player.

option.UNCUBE_MIN_DISTANCE=Minimum Distance
option.UNCUBE_MIN_DISTANCE.comment=Distance where uncube distortion starts to scale. Areas closer than this distance use minimum distortion strength.

option.UNCUBE_MAX_DISTANCE=Maximum Distance
option.UNCUBE_MAX_DISTANCE.comment=Distance where uncube distortion reaches full strength. Areas beyond this distance use maximum distortion values.

option.UNCUBE_MIN_STRENGTH=Minimum Strength
option.UNCUBE_MIN_STRENGTH.comment=Minimum uncube distortion strength applied to close-up areas. Prevents excessive distortion in nearby geometry.

option.UNCUBE_TIME_SYNC=Time Synchronization
option.UNCUBE_TIME_SYNC.comment=Synchronizes distortion animation with world time for consistent effects.

option.ENABLE_ENTITY_DISTORTION=Entity Distortion
option.ENABLE_ENTITY_DISTORTION.comment=Applies the Uncube-style geometry warp to entities.

# --- Color Grading ---
option.COLOR_GRADING_ENABLED=Color Grading
option.COLOR_GRADING_ENABLED.comment=Enables/Disables all color grading adjustments below.

option.VIBRANCE_AMOUNT=Vibrance
option.VIBRANCE_AMOUNT.comment=Enhances color intensity. Positive values boost muted colors, negative values create a faded look. More natural-feeling than saturation.

option.SATURATION_AMOUNT=Saturation
option.SATURATION_AMOUNT.comment=Controls overall color intensity. 1.0 = original colors, below 1.0 = desaturated/monochrome, above 1.0 = oversaturated.

option.CONTRAST_AMOUNT=Contrast
option.CONTRAST_AMOUNT.comment=Adjusts the difference between light and dark areas. 1.0 = original, below 1.0 = flat/washed out, above 1.0 = more dramatic contrast.

option.BRIGHTNESS_FACTOR=Brightness
option.BRIGHTNESS_FACTOR.comment=Adjusts overall brightness. 0.0 = original, positive values = brighter, negative values = darker.

option.LIFT_AMOUNT=Lift (Shadows)
option.LIFT_AMOUNT.comment=Adjusts the brightness of dark areas (shadows). Positive values brighten shadows, negative values deepen them.

option.GAMMA_AMOUNT=Gamma (Midtones)
option.GAMMA_AMOUNT.comment=Adjusts the brightness of middle tones. 1.0 = original, below 1.0 = lighter midtones, above 1.0 = darker midtones.

option.GAIN_AMOUNT=Gain (Highlights)
option.GAIN_AMOUNT.comment=Adjusts the brightness of light areas (highlights). Values below 1.0 darken highlights, above 1.0 brighten them.

option.COLOR_TEMP_AMOUNT=Color Temperature
option.COLOR_TEMP_AMOUNT.comment=Shifts the white balance. Positive values add warmth (orange/amber tones), negative values add coolness (blue/cyan tones). 0.0 = neutral.

option.PURKINJE_ENABLED=Purkinje Night Effect
option.PURKINJE_ENABLED.comment=Simulates the Purkinje effect — makes nighttime scenes shift toward blue tones as real eyes do in low light.

option.PURKINJE_STRENGTH=Purkinje Strength
option.PURKINJE_STRENGTH.comment=Controls the strength of the Purkinje night-vision color shift.

option.CEL_SHADING_ENABLED=Enable Cel Shading
option.CEL_SHADING_ENABLED.comment=Enables/Disables Cel (Toon) Shading\n\n§bAuto§r: Off for all styles except §eComic§r, §fTextureless Comic§r = On

option.CEL_SHADING_BANDS=Cel Shading Bands
option.CEL_SHADING_BANDS.comment=Number of discrete shading bands.

option.CEL_SHADING_SOFTNESS=Cel Shading Softness
option.CEL_SHADING_SOFTNESS.comment=Softness of each band transition.

option.CEL_SHADING_STRENGTH=Cel Shading Strength
option.CEL_SHADING_STRENGTH.comment=Blend between original shading and cel-shaded result.

# --- Experimental ---
option.GENERATE_SURFACE_HATCHING=Surface Hatching (Experimental)
option.GENERATE_SURFACE_HATCHING.comment=§4Experimental:§r Attempts to generate hatching that follows surface contours. May create interesting stylistic effects but is not fully stable.

option.COLOR_GRID_ENABLED=Color Grid Effect
option.COLOR_GRID_ENABLED.comment=§4Experimental:§r Enables a color assimilation grid effect that adds saturated color lines over the image for a unique optical illusion look. Works best with §aPencil on Paper§r style.

option.ADAPTIVE_COLOR_STRENGTH=Adaptive Color Strength
option.ADAPTIVE_COLOR_STRENGTH.comment=§4Experimental:§r When enabled, makes the Color Grid effect adapt its strength based on the original image colors for more natural integration. Part of the Color Grid effect.

option.GRID_COLOR_SATURATION=Grid Color Saturation
option.GRID_COLOR_SATURATION.comment=Controls how saturated the colors in the grid effect become. Higher values create more vivid, unrealistic colors.

option.GRID_COLOR_INTENSITY=Grid Color Intensity
option.GRID_COLOR_INTENSITY.comment=Controls how much color is applied to the grid lines. Higher values make the grid more prominent in the final image.

option.BASE_DESATURATION=Base Desaturation
option.BASE_DESATURATION.comment=Controls how much the base image is desaturated when the color grid effect is active. Higher values make the background more monochrome.

option.COLOR_BLEEDING=Color Bleeding
option.COLOR_BLEEDING.comment=Controls how much grid colors bleed into surrounding areas. Creates color spreading effects around grid lines.

# --- Handheld Light ---
option.HANDHELD_LIGHT=Handheld Light
option.HANDHELD_LIGHT.comment=Enables dynamic lighting from light-emitting items held in your hand (torches, lanterns, glowstone, etc). Lights up nearby surfaces as you hold them.

option.HANDHELD_LIGHT_RANGE=Handheld Light Range
option.HANDHELD_LIGHT_RANGE.comment=Falloff radius of the handheld light in blocks. Higher values cast light further.

option.HANDHELD_LIGHT_STRENGTH=Handheld Light Strength
option.HANDHELD_LIGHT_STRENGTH.comment=Overall brightness of the handheld light. Higher values create stronger, more prominent illumination from held items.

# --- Legacy Outlines ---
option.ENABLE_TEXTURE_OUTLINES=Legacy Texture Outlines
option.ENABLE_TEXTURE_OUTLINES.comment=Enables the older outline detection system based on texture contrast. The main Texture Outlines system is preferred.

option.TEXTURE_OUTLINE_STRENGTH=Legacy Outline Strength
option.TEXTURE_OUTLINE_STRENGTH.comment=Overall intensity multiplier for the legacy texture-based outlines.

option.OUTLINE_THICKNESS=Legacy Edge Thickness
option.OUTLINE_THICKNESS.comment=Base thickness multiplier for the legacy edge detection system.

option.CUSTOM_SKY=Shader Sky
option.CUSTOM_SKY.comment=Master toggle for the cloud system. Disabling renders vanilla/resource pack skybox.

option.WHITEOUT_SKY=Whiteout Sky
option.WHITEOUT_SKY.comment=Replaces the sky with a blank white canvas and disables clouds. Useful for clean screenshots.
value.WHITEOUT_SKY.0=§4Off
value.WHITEOUT_SKY.1=§2On

option.STARS_ENABLED=Stars Enabled
option.STARS_ENABLED.comment=Enables/Disables Stars. Does not work with the Kuwhara (painterly) filter.
option.STAR_BRIGHTNESS=Star Brightess
option.STAR_BRIGHTNESS.comment=Controls the brightness of stars.

option.CLOUDS=Clouds
option.CLOUDS.comment=Off: no clouds.\nVolumetric: shader-generated clouds, Iris only feature.\n\n§c[-] Large performance impact.\nVanilla: Minecraft's built-in clouds.\n\n§e[!] For Vanilla, you must also enable Clouds in Minecraft's Video Settings, or nothing will render. Volumetric and Vanilla clouds can never be shown at the same time.

option.CLOUD_STYLE=Cloud Style
value.CLOUD_STYLE.0=Vanilla Style
value.CLOUD_STYLE.1=Fantasy Style

option.CLOUD_SCROLL_SPEED=Scroll Speed

option.CLOUD_PLANE_BOTTOM=Cloud Bottom
option.CLOUD_PLANE_BOTTOM.comment=Lower altitude of the cloud layer. Vanilla style only.

option.CLOUD_PLANE_TOP=Cloud Top
option.CLOUD_PLANE_TOP.comment=Upper altitude before thickness is applied. Vanilla style only.

option.CLOUD_THICKNESS=Thickness
option.CLOUD_THICKNESS.comment=Extends the layer above Cloud Top. Negative values compress it.

option.CLOUD_DENSITY=Density
option.CLOUD_DENSITY.comment=How opaque the clouds appear.

option.CLOUD_DENSITY_THRESHOLD=Coverage
option.CLOUD_DENSITY_THRESHOLD.comment=Noise cutoff for cloud formation. Lower = more coverage. Fantasy style only.

option.CLOUD_NOISE_SCALE=Noise Scale
option.CLOUD_NOISE_SCALE.comment=Higher = smaller broken clouds. Lower = larger smooth masses.

option.CLOUD_DISTANCE_TYPE=Draw Mode
value.CLOUD_DISTANCE_TYPE.0=Fixed Distance
value.CLOUD_DISTANCE_TYPE.1=Follow Render Distance

option.CLOUD_DISTANCE=Cloud Distance
option.CLOUD_DISTANCE.comment=Cloud render distance in blocks. Only used in Fixed Distance mode.\n\n§c[-] High Values may impact performance.

option.CLOUD_AMBIENT_INTENSITY=Cloud Brightness
option.CLOUD_AMBIENT_INTENSITY.comment=Base cloud brightness.

option.CLOUD_SUN_INTENSITY=Sun Intensity
option.CLOUD_SUN_INTENSITY.comment=Sunlight intensity on clouds.

option.CLOUD_MOON_INTENSITY=Moon Intensity
option.CLOUD_MOON_INTENSITY.comment=Moonlight intensity on clouds.

option.CLOUD_SUNSET_TINT=Sunset Tint
option.CLOUD_SUNSET_TINT.comment=Sunrise/sunset colour bleed onto clouds. 0 = no color.

option.RAIN_CLOUD_SUN_INTENSITY=Rain Sun Brightness
option.RAIN_CLOUD_SUN_INTENSITY.comment=Cloud sun brightness at full rain.

option.RAIN_CLOUD_MOON_INTENSITY=Rain Moon Brightness
option.RAIN_CLOUD_MOON_INTENSITY.comment=Cloud moon brightness at full rain

# =============================================================================
# SPECULAR
# =============================================================================
option.ALL_BLOCK_SHININESS=General Shine Intensity
option.ALL_BLOCK_SHININESS.comment=Controls the sun/moon specular highlight intensity applied to every block that isn't water, glass, or ice.

option.MOON_SHININESS_MULTIPLIER=Moonlight Shine Multiplier
option.MOON_SHININESS_MULTIPLIER.comment=Scales specular highlight intensity when the moon is the active light source instead of the sun.

option.RAIN_SHINE_BOOST=Rain Shine Boost
option.RAIN_SHINE_BOOST.comment=Boosts specular highlight intensity on wet surfaces during rain.

option.GENERAL_ROUGHNESS=General Roughness
option.GENERAL_ROUGHNESS.comment=Sets surface roughness for every block's specular glint except water, glass, and ice. Lower values give tighter, sharper highlights.

option.GENERAL_TIGHTNESS_MIN=General Highlight Tightness (Min)
option.GENERAL_TIGHTNESS_MIN.comment=Specular highlight tightness at maximum roughness.

option.GENERAL_TIGHTNESS_MAX=General Highlight Tightness (Max)
option.GENERAL_TIGHTNESS_MAX.comment=Specular highlight tightness at minimum roughness.

option.WATER_ROUGHNESS=Water Roughness
option.WATER_ROUGHNESS.comment=Sets water surface roughness. Lower values give tighter, sharper highlights.

option.WATER_TIGHTNESS_MIN=Water Highlight Tightness (Min)
option.WATER_TIGHTNESS_MIN.comment=Specular highlight tightness at maximum water roughness.

option.WATER_TIGHTNESS_MAX=Water Highlight Tightness (Max)
option.WATER_TIGHTNESS_MAX.comment=Specular highlight tightness at minimum water roughness.

option.GLASS_SHININESS=Glass Shine Intensity
option.GLASS_SHININESS.comment=Controls the intensity of reflective shine on glass blocks.

option.GLASS_ROUGHNESS=Glass Roughness
option.GLASS_ROUGHNESS.comment=Sets glass surface roughness. Lower values give tighter, sharper highlights.

option.GLASS_TIGHTNESS_MIN=Glass Highlight Tightness (Min)
option.GLASS_TIGHTNESS_MIN.comment=Specular highlight tightness at maximum glass roughness.

option.GLASS_TIGHTNESS_MAX=Glass Highlight Tightness (Max)
option.GLASS_TIGHTNESS_MAX.comment=Specular highlight tightness at minimum glass roughness.

option.ICE_SHININESS=Ice Shine Intensity
option.ICE_SHININESS.comment=Controls the intensity of reflective shine on ice blocks.

option.ICE_ROUGHNESS=Ice Roughness
option.ICE_ROUGHNESS.comment=Sets ice surface roughness. Lower values give tighter, sharper highlights.

option.ICE_TIGHTNESS_MIN=Ice Highlight Tightness (Min)
option.ICE_TIGHTNESS_MIN.comment=Specular highlight tightness at maximum ice roughness.

option.ICE_TIGHTNESS_MAX=Ice Highlight Tightness (Max)
option.ICE_TIGHTNESS_MAX.comment=Specular highlight tightness at minimum ice roughness.

# =============================================================================
# SUBSURFACE SCATTERING
# =============================================================================
option.SSS_USER_ENABLE=Subsurface Scattering
option.SSS_USER_ENABLE.comment=Enables a soft glow that lets light show through thin, translucent blocks like leaves and plants.

option.SSS_DISTORTION=SSS Rim Distortion
option.SSS_DISTORTION.comment=Controls how much the surface normal bends the light vector for the grazing-angle rim boost.

option.SSS_BLUR_SAMPLES=SSS Blur Samples
option.SSS_BLUR_SAMPLES.comment=Shadow-map samples used to soften the glow into a smooth gradient. Higher values look smoother but cost more performance.

option.SSS_BLUR_RADIUS=SSS Blur Radius
option.SSS_BLUR_RADIUS.comment=Blur radius used to soften the subsurface glow.

option.SSS_STRENGTH_DEFAULT=Glow Strength
option.SSS_STRENGTH_DEFAULT.comment=Subsurface glow brightness for untagged terrain not covered by another category.

option.SSS_WRAP_DEFAULT=Glow Wrap
option.SSS_WRAP_DEFAULT.comment=How far the glow wraps around the block past the terminator, making it visible from more angles.

option.SSS_THICKNESS_SCALE_DEFAULT=Glow Thickness Falloff
option.SSS_THICKNESS_SCALE_DEFAULT.comment=Controls how quickly the glow fades with block thickness. Higher values keep the glow tighter to thin edges and gaps.

option.SSS_POWER_DEFAULT=Glow Rim Tightness
option.SSS_POWER_DEFAULT.comment=Tightness of the extra grazing-angle rim boost.

option.SSS_COLOR_R_DEFAULT=Glow Tint (Red)
option.SSS_COLOR_R_DEFAULT.comment=Red component of the subsurface glow tint.

option.SSS_COLOR_G_DEFAULT=Glow Tint (Green)
option.SSS_COLOR_G_DEFAULT.comment=Green component of the subsurface glow tint.

option.SSS_COLOR_B_DEFAULT=Glow Tint (Blue)
option.SSS_COLOR_B_DEFAULT.comment=Blue component of the subsurface glow tint.

option.SSS_STRENGTH_PLANTS=Glow Strength
option.SSS_STRENGTH_PLANTS.comment=Subsurface glow brightness for flat plants.

option.SSS_WRAP_PLANTS=Glow Wrap
option.SSS_WRAP_PLANTS.comment=How far the glow wraps around plants past the terminator, making it visible from more angles.

option.SSS_THICKNESS_SCALE_PLANTS=Glow Thickness Falloff
option.SSS_THICKNESS_SCALE_PLANTS.comment=Controls how quickly the glow fades with plant thickness. Higher values keep the glow tighter to thin edges and gaps.

option.SSS_POWER_PLANTS=Glow Rim Tightness
option.SSS_POWER_PLANTS.comment=Tightness of the extra grazing-angle rim boost on plants.

option.SSS_COLOR_R_PLANTS=Glow Tint (Red)
option.SSS_COLOR_R_PLANTS.comment=Red component of the plant subsurface glow tint.

option.SSS_COLOR_G_PLANTS=Glow Tint (Green)
option.SSS_COLOR_G_PLANTS.comment=Green component of the plant subsurface glow tint.

option.SSS_COLOR_B_PLANTS=Glow Tint (Blue)
option.SSS_COLOR_B_PLANTS.comment=Blue component of the plant subsurface glow tint.

option.SSS_STRENGTH_LEAVES=Glow Strength
option.SSS_STRENGTH_LEAVES.comment=Subsurface glow brightness for leaves.

option.SSS_WRAP_LEAVES=Glow Wrap
option.SSS_WRAP_LEAVES.comment=How far the glow wraps around leaves past the terminator, making it visible from more angles.

option.SSS_THICKNESS_SCALE_LEAVES=Glow Thickness Falloff
option.SSS_THICKNESS_SCALE_LEAVES.comment=Controls how quickly the glow fades with leaf thickness. Higher values keep the glow tighter to thin edges and gaps.

option.SSS_POWER_LEAVES=Glow Rim Tightness
option.SSS_POWER_LEAVES.comment=Tightness of the extra grazing-angle rim boost on leaves.

option.SSS_COLOR_R_LEAVES=Glow Tint (Red)
option.SSS_COLOR_R_LEAVES.comment=Red component of the leaf subsurface glow tint.

option.SSS_COLOR_G_LEAVES=Glow Tint (Green)
option.SSS_COLOR_G_LEAVES.comment=Green component of the leaf subsurface glow tint.

option.SSS_COLOR_B_LEAVES=Glow Tint (Blue)
option.SSS_COLOR_B_LEAVES.comment=Blue component of the leaf subsurface glow tint.

option.SSS_STRENGTH_GLASS=Glow Strength
option.SSS_STRENGTH_GLASS.comment=Subsurface glow brightness for glass.

option.SSS_WRAP_GLASS=Glow Wrap
option.SSS_WRAP_GLASS.comment=How far the glow wraps around glass past the terminator, making it visible from more angles.

option.SSS_THICKNESS_SCALE_GLASS=Glow Thickness Falloff
option.SSS_THICKNESS_SCALE_GLASS.comment=Controls how quickly the glow fades with glass thickness. Higher values keep the glow tighter to thin edges and gaps.

option.SSS_POWER_GLASS=Glow Rim Tightness
option.SSS_POWER_GLASS.comment=Tightness of the extra grazing-angle rim boost on glass.

option.SSS_COLOR_R_GLASS=Glow Tint (Red)
option.SSS_COLOR_R_GLASS.comment=Red component of the glass subsurface glow tint.

option.SSS_COLOR_G_GLASS=Glow Tint (Green)
option.SSS_COLOR_G_GLASS.comment=Green component of the glass subsurface glow tint.

option.SSS_COLOR_B_GLASS=Glow Tint (Blue)
option.SSS_COLOR_B_GLASS.comment=Blue component of the glass subsurface glow tint.

option.SSS_STRENGTH_ICE=Glow Strength
option.SSS_STRENGTH_ICE.comment=Subsurface glow brightness for ice.

option.SSS_WRAP_ICE=Glow Wrap
option.SSS_WRAP_ICE.comment=How far the glow wraps around ice past the terminator, making it visible from more angles.

option.SSS_THICKNESS_SCALE_ICE=Glow Thickness Falloff
option.SSS_THICKNESS_SCALE_ICE.comment=Controls how quickly the glow fades with ice thickness. Higher values keep the glow tighter to thin edges and gaps.

option.SSS_POWER_ICE=Glow Rim Tightness
option.SSS_POWER_ICE.comment=Tightness of the extra grazing-angle rim boost on ice.

option.SSS_COLOR_R_ICE=Glow Tint (Red)
option.SSS_COLOR_R_ICE.comment=Red component of the ice subsurface glow tint.

option.SSS_COLOR_G_ICE=Glow Tint (Green)
option.SSS_COLOR_G_ICE.comment=Green component of the ice subsurface glow tint.

option.SSS_COLOR_B_ICE=Glow Tint (Blue)
option.SSS_COLOR_B_ICE.comment=Blue component of the ice subsurface glow tint.

option.SSS_STRENGTH_EMISSIVE=Glow Strength
option.SSS_STRENGTH_EMISSIVE.comment=Subsurface glow brightness for emissive blocks, visible only on their non-glowing fallback portion.

option.SSS_WRAP_EMISSIVE=Glow Wrap
option.SSS_WRAP_EMISSIVE.comment=How far the glow wraps around emissive blocks past the terminator, making it visible from more angles.

option.SSS_THICKNESS_SCALE_EMISSIVE=Glow Thickness Falloff
option.SSS_THICKNESS_SCALE_EMISSIVE.comment=Controls how quickly the glow fades with block thickness. Higher values keep the glow tighter to thin edges and gaps.

option.SSS_POWER_EMISSIVE=Glow Rim Tightness
option.SSS_POWER_EMISSIVE.comment=Tightness of the extra grazing-angle rim boost on emissive blocks.

option.SSS_COLOR_R_EMISSIVE=Glow Tint (Red)
option.SSS_COLOR_R_EMISSIVE.comment=Red component of the emissive block subsurface glow tint.

option.SSS_COLOR_G_EMISSIVE=Glow Tint (Green)
option.SSS_COLOR_G_EMISSIVE.comment=Green component of the emissive block subsurface glow tint.

option.SSS_COLOR_B_EMISSIVE=Glow Tint (Blue)
option.SSS_COLOR_B_EMISSIVE.comment=Blue component of the emissive block subsurface glow tint.
