profile.POTATO=🥔 Potato
profile.MEDIUM=⚖️ Medium
profile.HIGH=✨ High
profile.EXTREME=📸 Extreme
profile.BEST_VISUALS=⭐ BEST VISUALS

screen.SHADOWS=§8🌑 Shadows & occlusion
screen.LIGHTS=§e💡 Lights & emission
screen.VOLUMETRICS=§7🌫️ Volumetric & fog
screen.WATER=§9🌊 Water
screen.ATMOSPHERE=Atmosphere
screen.POST=§e✨ Image effects

option.EMISSIVE_HYBRID=Hybrid emissive (tinted lightmap)
option.EMISSIVE_HYBRID.comment=Emissive lighting base = vanilla block light (omnidirectional, stable, smooth), tinted by the voxel gather color. Fixes one-sided lighting, grain and motion shimmer. OFF = pure voxel path tracing (current).
option.EMISSIVE_HYBRID_GAIN=Hybrid base gain
option.EMISSIVE_HYBRID_GAIN.comment=Intensity of the tinted lightmap base (the stable term).
option.EMISSIVE_HYBRID_BOUNCE=Voxel bounce (hybrid)
option.EMISSIVE_HYBRID_BOUNCE.comment=Residual voxel path-tracing added on top of the base (colored contact bounce). 0 = base only (most stable).
option.EMISSIVE_HYBRID_CURVE=Lightmap curve (hybrid)
option.EMISSIVE_HYBRID_CURVE.comment=Gamma of the block light. Higher = more contrast.
option.EMISSIVE_FILL_RADIUS=Emissive voxel fill
option.EMISSIVE_FILL_RADIUS.comment=1 = 3x3x3 stamp (fills the block + E/W sides). 0 = 6-face halo (old).
option.EMISSIVE_VOXEL_TRILINEAR=Trilinear emissive read
option.EMISSIVE_VOXEL_TRILINEAR.comment=Reads the emissive field with trilinear interpolation -> radiance continuous under motion (anti-shimmer for pure RTX). OFF = nearest.
option.EMISSIVE_RESET_FRAMES=Soft emissive reset
option.EMISSIVE_RESET_FRAMES.comment=Number of re-blend frames on disocclusion (instead of a hard reset that flickers). 1 = old.
option.EMISSIVE_DISOCC_SCALE=Emissive disocclusion tolerance
option.EMISSIVE_DISOCC_SCALE.comment=Higher = fewer resets under motion (less shimmer). 0.5 = old.
option.EMISSIVE_LPV=Colored lights
option.EMISSIVE_LPV.comment=Every light block colors its light from ITS texture: redstone torch RED, sea lantern bluish white, glowstone orange-yellow, torch orange, fire orange, lava lava… Real-time volumetric propagation (LPV), updates when a block is placed or removed.
value.EMISSIVE_LPV.0=OFF
value.EMISSIVE_LPV.1=ON
option.CL_STRENGTH=Colored light strength
option.CL_STRENGTH.comment=Colored light ADDED around sources (spherical pop from the LPV field). 0 = tint only, vanilla intensity preserved.
option.CL_TINT_MIX=Colored tint mix
option.CL_TINT_MIX.comment=Share of the LPV color in the block-light tint. 0 = vanilla orange everywhere, 1 = field color only.
option.LPV_STRENGTH=LPV field gain
option.LPV_STRENGTH.comment=Global multiplier of the colored light field (tint AND pop).
option.LPV_ATTEN=LPV falloff (per cell)
option.LPV_ATTEN.comment=Lower = short range, higher = color carries further.
option.LPV_PASSES=LPV flood range
option.LPV_PASSES.comment=0 = injection only (contact), 2 = short flood, 4 = full flood (~15 cells).
option.shadowMapResolution=Shadow resolution
option.shadowDistance=Shadow distance (chunks)
option.SHADOW_SOFTNESS=Shadow softness
option.SHADOW_SAMPLES=Shadow quality
option.PCSS=Realistic penumbra (PCSS)
option.PCSS.comment=Shadows are sharp at the contact point and softer further away, like a real sun.
option.LIGHT_SIZE=Sun size (penumbra)
option.PARTICLE_SHADOWS=Particle shadows
option.PARTICLE_SHADOWS.comment=Particles (smoke, drips, rain splashes...) and the first-person hand receive real sun and cloud shadows like the terrain. 0 = old lightmap-only shading.
option.PARTICLE_FAST_SHADOWS=Fast far-particle shadows
option.PARTICLE_FAST_SHADOWS.comment=Beyond 24 blocks a particle covers a few pixels and its soft penumbra is invisible: one hard shadow tap replaces the full soft filter there. Near particles keep the soft shadow. Visually identical, cheaper smoke and splash clouds.
option.SS_LIGHTS=Real lights (emissive sources)
option.SS_LIGHTS.comment=Torches, lanterns, lava… become real light sources with direction, physical falloff and shadows.
option.SS_LIGHT_STRENGTH=Real light strength
option.SS_LIGHT_RADIUS=Real light range
option.GI_SAMPLES=Real light quality
option.EMISSIVE_BOOST=Emissive block intensity
option.VANILLA_TORCH=Residual vanilla light
option.VANILLA_TORCH.comment=Safety net for off-screen sources. 0 = vanilla light fully disabled.
option.HELD_LIGHT_STRENGTH=Held light strength
option.VOLUMETRIC_LIGHT=Volumetric light rays
option.VL_STRENGTH=Volumetric strength
option.VL_SAMPLES=Volumetric quality
option.VL_BLOCKLIGHT=Block light halo
option.VL_BLOCKLIGHT.comment=The air around torches and lava scatters their light.
option.VL_BLOCK_STRENGTH=Halo strength
option.VL_HALF_RES=Half-res volumetrics
option.VL_HALF_RES.comment=Runs the volumetric fog / god-ray march on a quarter of the pixels, then re-expands with a depth-aware upsample: ~4x cheaper march, silhouettes stay clean. Underwater ray striations get slightly softer. OFF = full-resolution march (legacy path).
value.VL_HALF_RES.0=OFF
value.VL_HALF_RES.1=ON
option.WATER_WAVES=Water waves
option.WAVE_STRENGTH=Wave strength
option.WATER_DISPLACEMENT=Geometric waves (displacement)
option.SSR_ENABLED=Water reflections (SSR)
option.WATER_REFRACTION=Water refraction
option.REFRACTION_STRENGTH=Refraction strength
option.WATER_CAUSTICS=Underwater caustics
option.WATER_CAUSTICS.comment=Computed from the wave field: focused light follows the swell.
option.CAUSTIC_STRENGTH=Caustic strength
option.WATER_FOG_BRIGHT=Water veil brightness
option.WATER_FOG_BRIGHT.comment=Lower = darker slate deep water, higher = brighter veil.
option.WATER_FOG_BLUE=Water veil blueness
option.WATER_FOG_BLUE.comment=Lower = neutral gray veil, higher = strong blue. The direct 'too blue' dial.
option.WATER_SURFACE_PRESENCE=Surface presence
option.WATER_SURFACE_PRESENCE.comment=Visibility of the surface layer at steep view angles. 0 = water invisible up close, 2 = strongly visible.
option.CAUSTIC_FOCUS=Caustic focus
option.CAUSTIC_FOCUS.comment=Multiplies the refractive focal power of the real wave field. Higher = brighter, sharper filaments focusing at shallower depth. Physically derived: the pattern always matches the waves.
option.WATER_FOAM=Edge foam
option.WATER_CLARITY=Water clarity
option.CLOUDS_2D=Procedural clouds
option.FOG_DENSITY=Fog density
option.FOG_DENSITY.comment=Density of the vanilla distance-fog wall. Only active when Distance fog is ON — the volumetric fogs have their own sliders.
option.DISTANCE_FOG=Distance fog
option.DISTANCE_FOG.comment=Vanilla exponential fog wall at the end of the render distance (pushed to the DH LOD edge when Distant Horizons is on). OFF = only the volumetric fogs (atmospheric, height, cave, volumetric light) dress the distance.
value.DISTANCE_FOG.0=OFF
value.DISTANCE_FOG.1=ON
option.DH_EDGE_FADE=DH edge fade
option.DH_EDGE_FADE.comment=With Distance fog OFF, the last Distant Horizons LODs would cut hard against the sky. Softly dissolves the last ~10% of the DH render distance into the horizon. DH pixels only, no cost without DH.
value.DH_EDGE_FADE.0=OFF
value.DH_EDGE_FADE.1=ON
option.SQUARE_SUN=Square sun and moon (vanilla)
option.SUN_SIZE=Sun size
option.BLOOM=Bloom
option.BLOOM_STRENGTH=Bloom strength
option.EXPOSURE=Exposure
option.AUTO_EXPOSURE=Auto exposure (eye adaptation)
option.AUTO_EXPOSURE.comment=In caves, your pupil opens: the image gradually brightens.
option.SATURATION=Saturation
option.VIGNETTE=Vignette
option.MIN_LIGHT=Minimum light (caves)

screen.GLASS=🪟 Glass
screen.CLOUDS=§f☁️ Clouds

option.AO=Ambient occlusion (SSAO)
option.AO.comment=Corners, crevices and contact areas darken naturally. The detail that changes everything.
option.AO_STRENGTH=Occlusion strength
option.AO_RADIUS=Occlusion radius
option.AO_SAMPLES=Occlusion quality
option.AO_QUALITY=AO algorithm
option.AO_QUALITY.comment=Modern = cosine-weighted hemisphere (true corners and contacts darken, open surfaces stay clean), strict range (no halos behind foliage), bilateral denoise, sunlight preserved. Legacy = exact old SSAO.
value.AO_QUALITY.0=Legacy
value.AO_QUALITY.1=Modern
option.GI_HALF_RES=Half-res GI & AO
option.GI_HALF_RES.comment=Computes SSGI/RSM/SSAO on a quarter of the pixels, then re-expands with an edge-aware upsample (depth + normal): big speedup, silhouettes and corners stay crisp. OFF = full resolution (legacy path).
value.GI_HALF_RES.0=OFF
value.GI_HALF_RES.1=ON
option.GLASS_EFFECTS=Glass effects
option.GLASS_EFFECTS.comment=Fresnel reflections, micro-refraction and sun glint on all glass.
option.GLASS_REFRACTION=Glass refraction
option.GLASS_DISTORTION=Glass unevenness
option.GLASS_DISTORTION.comment=Glass micro-relief: reflections ripple slightly, like real glass.
option.VOLUMETRIC_CLOUDS=Volumetric clouds
option.VOLUMETRIC_CLOUDS.comment=Real 3D clouds anchored in the world: parallax, self-shadowing, silver lining.

screen.RTX=☀ Ray Tracing (RTX)
screen.RTX.comment=Custom voxel path-traced global illumination. Work in progress!
screen.RTX_GI=💡 RTX · Global Illumination
screen.RTX_GI.comment=Voxel path-traced indirect light: strength, samples, distance, bounces.
screen.RTX_EMISSIVE=🔆 RTX · Emissive Lights
screen.RTX_EMISSIVE.comment=Glowing blocks (lava, glowstone…) light the scene + NEE gather & emissive denoise.
screen.RTX_REFLECT=🪞 RTX · Voxel Reflections
screen.RTX_REFLECT.comment=Off-screen mirror reflections traced through the voxel clipmap (water).
screen.RTX_DENOISE=🧹 RTX · Denoiser
screen.RTX_DENOISE.comment=A-trous spatial denoise, firefly clamps and luma-aware filtering of the GI.
screen.RTX_VOXEL=🧊 RTX · Voxel / Clipmap
screen.RTX_VOXEL.comment=Voxel grid scale and number of cascades (VRAM cost).
screen.RTX_SKY=🌌 RTX · Sky GI
screen.RTX_SKY.comment=The real sky color lights the GI on ray miss (environment lighting).
screen.RTX_TEMPORAL=⏱️ RTX · Temporal / Accumulation
screen.RTX_TEMPORAL.comment=Frame-to-frame GI accumulation window and disocclusion rejection.
screen.RTX_BIAS=🛡️ RTX · Anti-Leak / Bias (Debug)
screen.RTX_BIAS.comment=Ray origin biases that fight light leaks through thin walls and edges.
screen.RTX_DEBUG=🔧 RTX · Debug
screen.RTX_DEBUG.comment=Visualize internal RTX buffers and voxel cascades.
screen.RTX_SHADOW=🌒 RTX · Path-traced Sun Shadows (EXPERIMENTAL)
screen.RTX_SHADOW.comment=Sun/moon shadows ray-marched through the voxel grid instead of the PCSS shadow map. Blocky, noisier, slower, probably less pretty. Needs VOXEL_GI on.
option.FULL_PATH_TRACE=Full path-traced sun shadows
option.FULL_PATH_TRACE.comment=0 = current hybrid (PCSS shadow map, byte-identical). 1 = direct sun/moon shadow comes from a voxel ray-march (all light goes through the path tracer). EXPERIMENTAL: cubic/blocky edges, more noise, slower, likely less beautiful than PCSS. Requires VOXEL_GI.
value.FULL_PATH_TRACE.0=Hybrid (PCSS)
value.FULL_PATH_TRACE.1=Voxel (experimental)
option.FPT_SUN_SAMPLES=Sun shadow rays
option.FPT_SUN_SAMPLES.comment=Rays per pixel for soft shadows. 1 = hard, cheapest. 2-8 = jittered penumbra (more cost, more grain; no dedicated temporal denoise yet -> shimmer in motion).
option.FPT_SUN_STEPS=Sun shadow steps
option.FPT_SUN_STEPS.comment=Ray-march budget. Fixed cascade-local step (anti light-leak through thin walls). Lower if it lags.
option.FPT_SUN_RADIUS=Sun angular radius
option.FPT_SUN_RADIUS.comment=Solar disc size for the penumbra. Larger = softer shadows. No effect if rays = 1.
option.FPT_LIGHT_BIAS=Shadow bias
option.FPT_LIGHT_BIAS.comment=Anti self-shadow bias along the sun ray (x VOXEL_SCALE). Too low = acne; too high = peter-panning (shadow detaches from object base).
screen.SSGI=§d🌗 GI & RT Reflections
screen.SSGI.comment=Sun-only screen-space GI (SSGI) and Ray Traced reflections.
option.EMISSIVE_NEE_BIAS=Emissive gather bias
option.EMISSIVE_NEE_BIAS.comment=Origin offset (in voxels) of the emissive gather ray. 0.25 = current. Lower if floor glowstone looks dark; higher if light leaks through thin walls.
option.VOXEL_GI=Voxel Global Illumination (RTX)
option.VOXEL_GI.comment=Path-traced GI: rays bounce light through a voxelized copy of the world, OFF-SCREEN included. The real "RTX". Heavy + noisy for now (work in progress). Needs a recent GPU + shadows on.
value.VOXEL_GI.0=OFF
value.VOXEL_GI.1=ON
option.VOXEL_GI_STRENGTH=GI strength
option.VOXEL_GI_STRENGTH.comment=Intensity of the bounced light. Goes very high so you can experiment.
option.VOXEL_GI_SAMPLES=Rays per pixel
option.VOXEL_GI_SAMPLES.comment=More rays = cleaner GI but much heavier.
option.VOXEL_GI_DISTANCE=Ray distance (blocks)
option.VOXEL_GI_DISTANCE.comment=Iteration budget per ray. With the clipmap the per-step length grows with distance, so reach is no longer a fixed block count; the worst case (ray staying in cascade 0) reaches VOXEL_GI_DISTANCE*VOXEL_SCALE blocks, but rays accelerate as they move away.
option.BOUNCES=GI bounces (RTX)
option.BOUNCES.comment=Number of GI bounces per ray. 1 = single bounce (legacy, safe fallback). >1 = each ray keeps bouncing: every albedo hit adds its light then the ray continues; an emissive hit ends the path. Multi-bounce SPREADS emissive light (a glowstone fills the room) and multiplies color bleeding, fixing the "one-sided" pure-RTX look. Cost is ~linear in bounces and noise grows with each bounce; at 2+ raise Rays per pixel (>=6) or accumulation frames to keep it clean.
option.SKY_GI=Sky lights GI (RTX)
option.SKY_GI.comment=When a GI ray misses all geometry (sky / out of grid), add the real sky color in that direction so the sky lights the indirect bounce (real environment lighting). Direct sun shadows are NOT affected (they stay in the shadow map). OFF = current behavior (a miss adds nothing).
value.SKY_GI.0=OFF
value.SKY_GI.1=ON
option.SKY_GI_STRENGTH=Sky GI strength
option.SKY_GI_STRENGTH.comment=Strength of the sky-in-GI term. NOTE: it is multiplied again downstream by the warm GI tint and by GI strength (2.0 in the RTX profile), so it STACKS multiplicatively; 0.5 is the calibrated starting point. Lower if outdoors looks washed out or yellow toward the sun, raise for stronger environment lighting. No effect when Sky GI is OFF.
option.VOXEL_CASCADES=Voxel cascades (clipmap)
option.VOXEL_CASCADES.comment=Number of nested voxel grids (clipmap). Each cascade is 256^3; cascade i has voxel size VOXEL_SCALE*2^i. 1 = old single grid. More cascades = finer near + cheaper/cleaner far, but range is still capped by Shadow distance (the shadow pass only voxelizes within it). VRAM: 128 MiB per cascade; all 6 images are always allocated (768 MiB) regardless of this slider. Cascades 4/5 only widen far coverage (still capped by Shadow distance); near detail comes only from a smaller Voxel size.
option.RTX_BUFFER_PURGE=RTX buffer purge (VRAM)
option.RTX_BUFFER_PURGE.comment=ON (default) = while RTX is fully off (Voxel GI and Full path trace at 0), the RTX-only history buffers (colortex8/9/10/12, about 79 MiB at 1080p / 141 MiB at 1440p per buffer copy, twice that with Iris's main+alt pairs) are never referenced, so Iris does not allocate them. OFF = legacy behavior, declarations always present. The image is bit-identical either way; this only affects VRAM.
value.RTX_BUFFER_PURGE.0=OFF (legacy)
value.RTX_BUFFER_PURGE.1=ON
option.DEBUG_CASCADE=Debug cascade
option.DEBUG_CASCADE.comment=Which cascade the voxel debug view (Debug view 13) shows. 0 = finest. If >= the cascade count it falls back to cascade 0.
option.VOXEL_GI_AMBIENT=Flat ambient kept (RTX)
option.VOXEL_GI_AMBIENT.comment=Fraction of the flat sky ambient kept while Voxel GI is ON. The voxel GI now provides the indirect light, so this is lowered to avoid double-counting (scene twice too bright). 1.0 = like before (GI is a bonus); 0.0 = voxel GI only. Default 0.35 keeps a little fill; the RTX profile pins it to 0.0.
option.EMISSIVE_GI_GAIN=Emissive GI gain (HDR)
option.EMISSIVE_GI_GAIN.comment=Pre-tonemap multiplier for voxel emissive light. The emissive is now added before ACES, so it is boosted to survive the tonemap curve. Raise if lava/glowstone looks dull, lower if it blows out.
option.VOXEL_SCALE=Voxel size (blocks)
option.VOXEL_SCALE.comment=Voxel size of cascade 0 (the clipmap BASE). Cascade i = VOXEL_SCALE*2^i. Smaller = finer near; coarser cascades take over for range. Each cascade is a FIXED 256^3 grid. Keep 128*VOXEL_SCALE <= Shadow distance or cascade 0 gets unfillable outer cells that mask the coarser cascades.
option.TEMPORAL_ACCUM=Temporal accumulation
option.TEMPORAL_ACCUM.comment=Smooths the GI flicker by blending with previous frames (reprojection + disocclusion reject). Set OFF to see the raw noisy GI.
value.TEMPORAL_ACCUM.0=OFF
value.TEMPORAL_ACCUM.1=ON
option.TAA_GI_FRAMES=Accumulation frames
option.TAA_GI_FRAMES.comment=Max frames averaged. Higher = smoother but slower to react to lighting changes.
option.DISOCCLUSION_THRESHOLD=Disocclusion threshold
option.DISOCCLUSION_THRESHOLD.comment=World distance (blocks) before history is rejected. Lower = less ghosting but more noise on motion.
option.EMISSIVE_VOXEL=Emissive blocks in GI (RTX)
option.EMISSIVE_VOXEL.comment=Glowing blocks (lava, glowstone, torches, lanterns, sea lantern, shroomlight, froglights, magma, fire, end rod, soul fire, amethyst) emit their own colored light into the voxel GI, lighting nearby surfaces OFF-SCREEN included. OFF = exact previous behaviour (Milestone 3).
value.EMISSIVE_VOXEL.0=OFF
value.EMISSIVE_VOXEL.1=ON
option.EMISSIVE_VOXEL_FILL=Emissive fill (multi-side fix)
option.EMISSIVE_VOXEL_FILL.comment=Voxelization: fixes "an emissive block only lights one side / only some of its voxels". (1) a cell that is already emissive is no longer overwritten by an adjacent solid block; (2) an emissive block also fills its EMPTY neighbor voxels (1-voxel halo) so it emits on every side, without leaking light through a solid wall. Best-effort (non-atomic writes: helps strongly without a 100% guarantee). Requires "Emissive blocks in GI" enabled. OFF = current behavior. Check in debug view 13 (the cube fills in) + view 18 (both sides heat up); view 17 samples the air in front of the face and may stay partial on the shadow side.
value.EMISSIVE_VOXEL_FILL.0=OFF
value.EMISSIVE_VOXEL_FILL.1=ON
option.EMISSIVE_VOXEL_STRENGTH=Emissive light strength
option.EMISSIVE_VOXEL_STRENGTH.comment=How strongly emissive blocks light the world through the GI. Default 0.5 keeps the color; push it higher to fill a dark room (the hue washes towards white past ~2).
option.EMISSIVE_ACCUM=Emissive temporal stabilization (RTX)
option.EMISSIVE_ACCUM.comment=Accumulates the voxel emissive light over several reprojected frames to kill lava/glowstone flicker, WITHOUT the fade-in (no hard anti-firefly clamp). Anti-trail gate + fast rise on lights turning on. OFF = raw Milestone 6 add (can flicker).
value.EMISSIVE_ACCUM.0=OFF
value.EMISSIVE_ACCUM.1=ON
option.EMISSIVE_ACCUM_FRAMES=Emissive accumulation frames
option.EMISSIVE_ACCUM_FRAMES.comment=Max frames averaged for the emissive. Higher = smoother but lags a bit on animated lava. 16 is a good balance.
option.EMISSIVE_DENOISE=Emissive spatial denoise (anti-grain)
option.EMISSIVE_DENOISE.comment=Edge-aware a-trous (depth + normal + variance-luma) on the accumulated emissive, applied only to what is added to the image (history stays un-denoised, like the GI denoise). Kills the grain on emissive-lit surfaces. Separate from GI denoise so you can isolate and clean the emissive even with GI off. OFF = exact pre-Milestone-13 behavior.
value.EMISSIVE_DENOISE.0=OFF
value.EMISSIVE_DENOISE.1=ON
option.EMISSIVE_DENOISE_STRENGTH=Emissive denoise strength
option.EMISSIVE_DENOISE_STRENGTH.comment=0 = near passthrough, 1 = nominal, >1 = wider sigmas (smoother, bleeds a bit more over edges). Drop to 0.75 if a halo appears around a glowstone.
option.EMISSIVE_LUMA_PHI=Emissive anti-grain permissiveness
option.EMISSIVE_LUMA_PHI.comment=Variance-aware luma weight: sigma_luma = PHI x local std-dev (capped). Higher = smooths flat surfaces harder (kills more grain); lower (2) preserves edges if a halo borders the sources. 3 = safe start; raise to 4-6 if grain persists.
# JALON 12 - glowing resource blocks (toggles)
option.REDSTONE_BLOCK_GLOW=Glowing redstone block
option.REDSTONE_BLOCK_GLOW.comment=Makes solid redstone blocks emit red light. The redstone TORCH always glows red regardless of this setting. OFF = normal block.
option.EMERALD_BLOCK_GLOW=Glowing emerald block
option.EMERALD_BLOCK_GLOW.comment=Makes solid emerald blocks emit green light. OFF = normal block.
option.DIAMOND_BLOCK_GLOW=Glowing diamond block
option.DIAMOND_BLOCK_GLOW.comment=Makes solid diamond blocks emit cyan light. OFF = normal block.
# JALON 18 - new glowing resource blocks (toggles, default OFF)
option.GOLD_BLOCK_GLOW=Glowing gold block
option.GOLD_BLOCK_GLOW.comment=Makes solid gold blocks emit warm golden light. OFF = normal block.
option.IRON_BLOCK_GLOW=Glowing iron block
option.IRON_BLOCK_GLOW.comment=Makes solid iron blocks emit neutral white light. OFF = normal block.
option.NETHERITE_BLOCK_GLOW=Glowing netherite block
option.NETHERITE_BLOCK_GLOW.comment=Makes solid netherite blocks emit a dim dark-violet light. OFF = normal block.
option.AMETHYST_BLOCK_GLOW=Glowing amethyst block
option.AMETHYST_BLOCK_GLOW.comment=Makes solid amethyst BLOCKS emit violet light (separate from amethyst clusters, which always glow). OFF = normal block.
option.COPPER_BLOCK_GLOW=Glowing copper block
option.COPPER_BLOCK_GLOW.comment=Makes copper blocks (all oxidation stages + waxed) emit coppery orange light. OFF = normal block.
option.RAW_IRON_BLOCK_GLOW=Glowing raw iron block
option.RAW_IRON_BLOCK_GLOW.comment=Makes raw iron blocks emit a dull ochre light. OFF = normal block.
option.RAW_GOLD_BLOCK_GLOW=Glowing raw gold block
option.RAW_GOLD_BLOCK_GLOW.comment=Makes raw gold blocks emit a dull golden light. OFF = normal block.
option.RAW_COPPER_BLOCK_GLOW=Glowing raw copper block
option.RAW_COPPER_BLOCK_GLOW.comment=Makes raw copper blocks emit a dull orange-brown light. OFF = normal block.
# JALON 12 - emissive NEE
option.EMISSIVE_NEE=Clean emissive light (NEE)
option.EMISSIVE_NEE.comment=Fixes the "lit on one side only / angle-dependent" emissive bug. Each shaded point samples the LOCAL emissive field with short normal-aimed rays (1/r^2 falloff) so every surface FACING a light is evenly lit, not just the one that happened to catch a random GI ray. Note: it is not full NEE (rays that miss a source are dropped) and the level differs from before - calibrate with the gain. OFF = exact current random-hit emissive.
value.EMISSIVE_NEE.0=OFF
value.EMISSIVE_NEE.1=ON
option.EMISSIVE_NEE_SAMPLES=Emissive NEE samples
option.EMISSIVE_NEE_SAMPLES.comment=Gather rays per pixel. They are SHORT but not free: at default GI settings this roughly doubles the per-pixel voxel-march cost. 12 = clean; drop to 6-8 if it lags, raise to 16-24 if grain remains near lights.
option.EMISSIVE_NEE_RADIUS=Emissive NEE radius
option.EMISSIVE_NEE_RADIUS.comment=Gather reach in blocks. Larger picks up farther lights but costs more. 8 is a good indoor balance.
option.EMISSIVE_NEE_GAIN=Emissive NEE gain
option.EMISSIVE_NEE_GAIN.comment=Calibration gain (the 1/r^2 integration differs from random-hit and is multiplied again by Emissive GI gain). Use it to match the previous level. 1.0 = start; 0.5 when Emissive GI gain is already high (RTX profile).
option.EMISSIVE_NEE_SOFT=Emissive falloff softness
option.EMISSIVE_NEE_SOFT.comment=Shapes how far a lamp fills before fading. 0 = OLD falloff 1/(1+0.5 d^2) (light dies in ~4 blocks). >0 = windowed inverse-square: bright core near the source + soft fill up to the gather Radius then smooth extinction to 0 exactly at the radius (MC block-light feel). Higher = fills farther / softer. 0.5 = marked core, 2.0+ = wide halo. NOTE: much brighter at mid-range than old (~8x at 5 blocks, R=12) - if the near field blows out, the FIRST tuning step is to lower Emissive NEE gain (2.0 -> 1.5). Set to 0 to restore the exact old falloff.
option.GI_DENOISE=GI spatial denoise (a-trous)
option.GI_DENOISE.comment=Edge-aware filter (depth + normal + luminance) that smooths the residual diffuse-GI grain without bleeding across edges. Reads previous-frame neighbors (1 frame lag, imperceptible). OFF = raw accumulated GI (Milestone 5).
value.GI_DENOISE.0=OFF
value.GI_DENOISE.1=ON
option.DENOISE_STRENGTH=GI denoise strength
option.DENOISE_STRENGTH.comment=Widens the a-trous stopping sigmas. 1.0 = nominal; lower to 0.5 if corners/contact look smeared, raise to 1.5-2.0 if grain remains.
option.GI_FIREFLY_CLAMP=GI anti-fireflies
option.GI_FIREFLY_CLAMP.comment=Clamps each GI ray that is too bright relative to the average of the other rays, BEFORE blending. Kills the bright "light dots" that appear on the first frame, on disocclusion and on fresh checkerboard pixels, where temporal accumulation has no history to clamp yet. OFF = no clamp (previous behavior).
value.GI_FIREFLY_CLAMP.0=OFF
value.GI_FIREFLY_CLAMP.1=ON
option.GI_FIREFLY_MAX=Anti-firefly threshold
option.GI_FIREFLY_MAX.comment=A ray is capped to this multiple of the local ray average (plus a small floor). Lower = kills more dots but softens high-contrast GI a bit; higher = lets brighter rays through. 3 is a good balance. It is RELATIVE (not an absolute cap), so it stays effective even on dim GI.
option.GI_DENOISE_PASSES=GI denoise passes
option.GI_DENOISE_PASSES.comment=Number of a-trous taps (growing dilation 1,2,4). 3 widens the kernel (SVGF-style) and kills low-frequency grain with NO extra latency (still one pass, previous-frame neighbors). 2 = previous behavior. If contacts/thin geometry look blurry, drop to 2 or lower the denoise strength to 0.75.
option.GI_DENOISE_STRONG=Strong GI denoise (anti-grain)
option.GI_DENOISE_STRONG.comment=Reworked denoiser that kills flat-surface grain. Makes the luma weight VARIANCE-AWARE (it stops protecting Monte-Carlo noise it mistook for a luminance edge), capped so it does not bleed over real gradients (contact darkening, soft shadows). Adds a 4th tap (~17x17 kernel) IF Passes=3. Truly smooths walls/floors without bleeding over edges (depth+normal unchanged). OFF = exact previous denoiser.
value.GI_DENOISE_STRONG.0=OFF
value.GI_DENOISE_STRONG.1=ON
option.GI_LUMA_PHI=Anti-grain permissiveness
option.GI_LUMA_PHI.comment=Flat-surface smoothing strength in Strong GI denoise mode. Higher = kills more grain but can soften soft shadows / contact darkening (or halo around sources); lower = preserves weak edges better but leaves more grain. 3 = safe start; raise to 4-6-8 if grain persists, drop to 2 if contacts bleed.
option.GI_SPATIAL_CLAMP=Spatial firefly clamp
option.GI_SPATIAL_CLAMP.comment=Clips isolated over-bright GI pixels vs their neighbours. Kills the residual "popping points" without over-blurring. Does nothing on freshly disoccluded pixels with no history (raise GI accumulation frames there instead). OFF = previous behavior.
option.GI_SPATIAL_CLAMP.0=OFF
option.GI_SPATIAL_CLAMP.1=ON
option.GI_SPATIAL_CLAMP_K=Spatial clamp tolerance
option.GI_SPATIAL_CLAMP_K.comment=Caps the center at mean + K x stddev of neighbours. Lower = clips more aggressively (can eat small bright contacts). Higher = more permissive. 2.0 recommended; drop to 1.25-1.5 if grain persists.
option.GI_RAY_BIAS=GI ray origin bias (anti-leak)
option.GI_RAY_BIAS.comment=Pushes the ray origin off the surface, in voxel-size multiples. Fixes light leak (light passing through thin blocks/edges). Too LOW = surfaces self-darken (black dots); too HIGH = GI detaches from surfaces and contact darkening vanishes. 1.5 = good balance; 1.2 ~= old behavior.
option.GI_EDGE_OCCLUSION=GI edge occlusion
option.GI_EDGE_OCCLUSION.comment=Tests the very first ray step against solid voxels (previously skipped to avoid self-hit). Plugs light leak at convex edges. Only enable if leak persists after origin bias 1.5. Also affects the shared reflection path. If flat surfaces darken, set OFF and raise the origin bias.
value.GI_EDGE_OCCLUSION.0=OFF
value.GI_EDGE_OCCLUSION.1=ON
option.GI_CHECKERBOARD=GI checkerboard (half-rate)
option.GI_CHECKERBOARD.comment=OPTIMISATION: only fires the expensive GI rays on half the pixels per frame, in an alternating checkerboard. Skipped pixels reuse the reprojected temporal history (already accumulated + denoised) instead of re-tracing rays. Invisible because GI is low-frequency diffuse, accumulated over many frames and denoised. ~2x fewer rays. Pixels with no valid history (disocclusion, new geometry) still ray-march -> no black holes. The accumulation counter is NOT inflated on skipped pixels (GI does not slow down). OFF = exact previous behavior (safety fallback).
value.GI_CHECKERBOARD.0=OFF
value.GI_CHECKERBOARD.1=ON
option.VOXEL_REFLECTIONS=Voxel reflections (RTX, off-screen water)
option.VOXEL_REFLECTIONS.comment=Fires one mirror ray into the voxel clipmap on flat water to reflect OFF-SCREEN geometry (behind you / out of frame) that screen-space reflections cannot see. Complement to the existing water SSR, not a replacement: it only ADDS what the SSR misses (a voxel geometry hit), the sky stays handled by the SSR (no double sky). Water only by design; smooth PBR blocks keep screen-space reflections.
value.VOXEL_REFLECTIONS.0=OFF
value.VOXEL_REFLECTIONS.1=ON
option.REFLECTION_STRENGTH=Voxel reflection strength
option.REFLECTION_STRENGTH.comment=Intensity of the added off-screen voxel reflection, weighted by Fresnel. 0.35 = discreet complement (default, anti-lag and avoids over-counting geometry the SSR already reflects on-screen). Raise for stronger off-screen reflections, lower if water looks overloaded.
option.REFLECTION_STEPS=Reflection ray distance
option.REFLECTION_STEPS.comment=Iteration budget for the reflection ray (the per-step length grows with distance, like the GI). 24 = good balance (close to the GI reach). Lower to 16 if it lags, raise to 32-48 for water facing distant off-screen builds.
option.VC_SAMPLES=Cloud quality
option.VC_COVERAGE=Cloud coverage
option.VC_BASE=Cloud altitude
option.VC_THICK=Cloud thickness
option.VC_DENSITY=Cloud density
option.VC_WIND=Wind speed
option.VC_GROUND_SHADOWS=Cloud shadows on ground
option.VC_GROUND_SHADOWS.comment=Cloud shadows drift across the terrain.
option.VC_CUMULUS_SHAPES=Cumulus clouds
option.VC_CUMULUS_SHAPES.comment=Cumulus shape and lighting overhaul (internal structure, crisp flat base, wispy edges, strong sun/shade contrast). 0 = exact original clouds.
option.VC_CUMULUS_SCALE=Cumulus size
option.VC_CUMULUS_SCALE.comment=Horizontal cell scale. Bigger = wider, more spaced-out cumulus.
option.VC_TEXTURED=Textured clouds
option.VC_TEXTURED.comment=Cumulus read from precomputed textures (Nubis technique): faster, ground shadows match the clouds exactly, and cloud height is capped by cloud width (no pillars). Needs Cumulus clouds ON. 0 = previous procedural clouds.
option.VC_CURL=Cloud turbulence
option.VC_CURL.comment=Curl-noise swirl on the cloud edges: torn, turbulent tops. 0 = calm edges. Textured clouds only.
option.BLUE_NOISE=Blue-noise dither
option.BLUE_NOISE.comment=Jitters the volumetric marches (clouds, fog, god rays) with a tileable blue-noise texture, a new slice every frame, averaged by TAA: smooth gradients, no more banding terraces when flying above the clouds. OFF = previous Bayer dither.
value.BLUE_NOISE.0=OFF
value.BLUE_NOISE.1=ON
option.NOISE_TEX=Baked noise texture
option.NOISE_TEX.comment=Decorative noise fields (fog banks, procedural alto/cirrus layers, Nether/End skies, Milky Way) read a small baked texture instead of computing arithmetic hash octaves: one texture tap replaces four hashes per octave, lighter on the GPU. The pattern differs very slightly. OFF = original arithmetic noise.
value.NOISE_TEX.0=OFF
value.NOISE_TEX.1=ON
option.CLOUD_HALF_RES=Half-res clouds
option.CLOUD_HALF_RES.comment=Bakes the whole cloud chain (cirrus, altocumulus, cumulus march) at half resolution in an early pass, then re-expands it with a smooth upsample: ~4x cheaper clouds on open skies, edges stay clean thanks to TAA. Clouds passing in front of terrain keep full resolution. OFF = full-resolution clouds (legacy path).
value.CLOUD_HALF_RES.0=OFF
value.CLOUD_HALF_RES.1=ON
option.VC_CUMULUS_EROSION=Edge erosion & detail
option.VC_CUMULUS_EROSION.comment=3D cauliflower detail: wispy edges + internal structure. 0 = off (first anti-lag lever at 32 samples).
option.VC_CUMULUS_BASE_DARK=Dark base
option.VC_CUMULUS_BASE_DARK.comment=Darkening of the flat cumulus belly.
option.VC_CUMULUS_SILVER=Silver lining (cumulus)
option.VC_CUMULUS_SILVER.comment=Blazing rim facing the sun on thin cloud areas.
option.VC_DETAIL=Cloud detail v3
option.VC_DETAIL.comment=Smaller, more varied cumulus cells (2 coverage scales), extra density octave, high-frequency edge erosion and internal albedo wisps. 0 = exact v2 shapes.
option.VC_DETAIL_STRENGTH=Edge detail strength
option.VC_DETAIL_STRENGTH.comment=High-frequency edge erosion amount (ragged fine contours). 0 = v2 edges.
option.VC_DETAIL_WISPS=Internal wisps
option.VC_DETAIL_WISPS.comment=Internal albedo micro-variation: visible cloud matter structure. 0 = uniform.
option.CLOUD_HIGH_V3=High layers v3
option.CLOUD_HIGH_V3.comment=Reworked cirrus (fine anisotropic ice filaments, curved, in banks) and altocumulus (paving of small sunlit puffs). 0 = exact v1 layers.
option.CLOUD_CIRRUS_AMOUNT=Cirrus amount
option.CLOUD_CIRRUS_AMOUNT.comment=Opacity/quantity of the cirrus filament banks.
option.CLOUD_ALTO_AMOUNT=Altocumulus amount
option.CLOUD_ALTO_AMOUNT.comment=Opacity/quantity of the altocumulus puff sheets.
option.CLOUD_SILVER_LINING=Silver lining
option.CLOUD_SILVER_LINING.comment=Cloud edges blaze bright when you look towards the sun through them (extra forward scattering).
option.CLOUD_FAST_SHADOW=Fast cloud shadows
option.CLOUD_FAST_SHADOW.comment=Cloud self-shadowing in 3 steps instead of 4: cheaper, slightly softer. Enable for more FPS.

option.PHYSICAL_SKY=Physical atmosphere
option.PHYSICAL_SKY.comment=Simulated Rayleigh+Mie scattering: red sunsets, and at altitude the sky darkens towards space.
option.AERIAL_PERSPECTIVE=Aerial perspective
option.AERIAL_PERSPECTIVE.comment=Distance-based atmospheric in-scattering tinted towards the sun: adds depth to far terrain and mountains.
option.ATMO_INTENSITY=Atmosphere intensity
option.ATMO_ALTITUDE_BOOST=Altitude effect
option.ATMO_ALTITUDE_BOOST.comment=The higher you go, the faster you reach the stratosphere. 0 = altitude disabled.
option.HEIGHT_FOG=Height fog
option.HEIGHT_FOG.comment=Mist fills the valleys, large builds emerge. Denser at dawn and dusk.
option.HEIGHT_FOG_DENSITY=Mist density
option.CLOUD_LAYER_ALTO=Altocumulus layer
option.CLOUD_LAYER_CIRRUS=Cirrus layer
option.UNDERWATER_FX=Underwater effects
option.UNDERWATER_FX.comment=Snell's window, suspended particles, depth-graded fog.

screen.FOLIAGE=§2🌿 Foliage
option.WAVING_FOLIAGE=Wind-animated foliage
option.WAVING_STRENGTH=Wind strength
option.UW_PARTICLES=Suspended particles
option.UW_PARTICLES.comment=Fine underwater particles. Off by default.

option.TAA=Temporal Anti-Aliasing (TAA)
option.TAA.comment=Accumulates frames over time: smooth edges, stable GI, no aliasing shimmer. Minimal ghosting thanks to neighborhood clamping.
option.TAA_JITTER=TAA sub-pixel jitter
option.TAA_JITTER.comment=Sub-pixel camera jitter that turns TAA into temporal supersampling. This is what actually anti-aliases thin geometry (ship rigging, masts, wires). 0 = pure denoise (weak AA), 1.0 = full jitter. Only active when TAA is on.
option.TAA_GHOST_REJECT=TAA ghost rejection
option.TAA_GHOST_REJECT.comment=Rejects the temporal history on moving entity silhouettes in front of the bright sky (fixes the see-through player in F5). Off = maximum smoothing but possible ghosting; On = clean silhouettes. Only active when TAA is on.
option.TAA_UPSCALING=TAA Upscaling
option.TAA_UPSCALING.comment=Experimental: the world renders at a lower resolution and the TAA temporal accumulation reconstructs the full-resolution image (big GPU savings). Requires TAA and its jitter. Known limits: slightly softer bloom, a one-frame transition when toggled. 0 = native rendering.
option.TAAU_RENDER_SCALE=TAAU render scale
option.TAAU_RENDER_SCALE.comment=Linear fraction of the resolution the world is rendered at while TAA Upscaling is on (0.75 = ~56% of the pixels shaded per frame). Lower = faster but softer reconstruction. No effect while TAA Upscaling is off.
option.ACES_TONEMAP=ACES filmic tonemap
option.ACES_TONEMAP.comment=Academy cinematic curve: deep blacks, creamy highlights, natural midtone saturation. Disable to revert to Uchimura.
option.AGX_TONEMAP=AgX tonemap
option.AGX_TONEMAP.comment=Modern filmic tonemap that keeps hue in highlights (sun, lava, neon) where ACES desaturates to white. Overrides ACES when enabled.
option.VL_RAIN=Rain in god rays
option.VL_RAIN.comment=Raindrops scatter the light: falling streaks become visible in volumetric shafts.
option.FXAA=Anti-aliasing (FXAA)
option.FXAA.comment=Smooths pixel staircases along edges.
option.PURKINJE=Night vision (Purkinje)
option.PURKINJE.comment=In darkness, the human eye loses reds and sees bluish.
option.FILM_GRAIN=Film grain
option.FILM_GRAIN.comment=Very light grain that breaks banding and adds life.

option.RAIN_WET=Wet ground (rain)
option.RAIN_WET.comment=During and after rain, the ground darkens and reflects the sky; the sun glints on it as rain stops.

screen.DEBUG=§c🔧 Debug
screen.DEBUG.comment=Debug views of the shader's internal buffers.
option.DEBUG_VIEW=Debug view
option.DEBUG_VIEW.comment=Displays an internal buffer instead of the final image.
value.DEBUG_VIEW.0=Off
value.DEBUG_VIEW.1=Normals
value.DEBUG_VIEW.2=Occlusion (SSAO)
value.DEBUG_VIEW.3=Real lights
value.DEBUG_VIEW.4=Depth
value.DEBUG_VIEW.5=Materials
value.DEBUG_VIEW.6=Lightmap

screen.SHADOWS.comment=Sun shadows (PCSS) and SSAO ambient occlusion.
screen.LIGHTS.comment=Torches, lanterns, lava: real light sources with shadows.
screen.VOLUMETRICS.comment=Everything volumetric in one place: sun rays & god rays (air + underwater), height mist, atmospheric fog, underwater volumetric fog, cave fog.
option.UW_VOLUMETRICS=Underwater volumetric fog
option.UW_VOLUMETRICS.comment=Depth-graded volumetric fog and caustic god rays under the water surface (Beer-Lambert extinction). Density is driven by "Underwater fog density". OFF = flat underwater fog only.
option.UW_GODRAY_STRENGTH=Underwater god ray strength
option.UW_GODRAY_STRENGTH.comment=Intensity of the caustic light shafts under water. 0 = no shafts (fog only). Only active when Underwater volumetric fog is on.
option.UW_SHAFT_FINESSE=Underwater ray fineness
option.UW_SHAFT_FINESSE.comment=Higher = thinner, sparser rays (the fine fan of real dive footage). Lower = wide, numerous beams.
option.UW_SHAFT_SCALE=Underwater ray spacing
option.UW_SHAFT_SCALE.comment=Higher = larger pattern, more darkness between light blades. Tune Fineness first, then Spacing.
option.UW_SHAFT_RENDER_DIST=Underwater ray distance
option.UW_SHAFT_RENDER_DIST.comment=Eye distance (blocks) where the light rays finish fading out. Fog and depth darkness continue beyond; only the visible shafts melt away, like real dive visibility.
screen.WATER.comment=Surface, refraction, caustics and underwater effects.
screen.GLASS.comment=Glass reflections, micro-refraction and relief.
screen.CLOUDS.comment=Volumetric cumulus, altocumulus and cirrus.
screen.ATMOSPHERE.comment=Physical sky, altitude, fog and weather.
screen.FOLIAGE.comment=Wind animation of vegetation.
screen.POST.comment=Exposure, tonemap, bloom, anti-aliasing, grain.
value.DEBUG_VIEW.7=Albedo
value.DEBUG_VIEW.8=Bloom
option.DEBUG_SPLIT=Split screen
option.DEBUG_SPLIT.comment=Final image on the left, debug view on the right (yellow line in the middle).

screen.MATERIALS=§6🧱 Materials (PBR)
screen.MATERIALS.comment=labPBR support: normal maps and emission from resource packs (Patrix, Vanilla PBR…).
option.PBR_TEXTURES=PBR textures (labPBR)
option.PBR_TEXTURES.comment=Uses the resource pack's normal and specular maps when present.
option.NORMAL_STRENGTH=Relief strength
option.PBR_EMISSIVE=Texture emission

option.WHITECAPS=Whitecaps
option.WHITECAPS.comment=White foam on the highest wave crests, more frequent in wind and rain.

option.WATER_RIPPLES=Dynamic ripples
option.WATER_RIPPLES.comment=Splash ring on entering/leaving water, wake and idle lapping around the player, raindrop impacts in the rain.
option.RIPPLE_SPLASH_STRENGTH=Splash ring
option.RIPPLE_SPLASH_STRENGTH.comment=Expanding ring when you dive into or climb out of water. 0 = off.
option.RIPPLE_WAKE_STRENGTH=Wake & lapping
option.RIPPLE_WAKE_STRENGTH.comment=Kelvin V wake while swimming plus gentle lapping around a body standing still in water. 0 = off.
option.RIPPLE_RAIN_STRENGTH=Rain ripples
option.RIPPLE_RAIN_STRENGTH.comment=Raindrop impact rings on open water during rain. Skipped in biomes without rainfall (deserts) or with snow. 0 = off.
option.RIPPLES_V5=Wake v6 (Kelvin V + foam)
option.RIPPLES_V5.comment=V-shaped wake behind the player/boat: 19.5° arms, transverse waves inside the V, 13-18 block trail, WHITE FOAM in the wake and behind the hull. Smoothed heading, works while seated in a boat and while swimming from ~1.5 b/s. Intensity: "Wake & lapping". Off = v4 behavior (camera-centered).
value.RIPPLES_V5.0=Off (v4)
value.RIPPLES_V5.1=On

option.WATER_REFLECTIVITY=Water reflectivity
option.WATER_REFLECTIVITY.comment=Strength of reflections (SSR, sun, trail). Lower if water looks metallic.
option.WATER_CLOUD_REFLECT=Cloud reflections
option.WATER_CLOUD_REFLECT.comment=Sky reflection on water samples the real on-screen sky pixels (volumetric cumulus included), falling back to the analytic sky when off-screen.
option.FOAM_AMOUNT=Foam amount
option.FOAM_AMOUNT.comment=Whitecaps and edge foam. 0 = clean sea.

option.EMISSIVE_FLICKER=Flame flicker
option.EMISSIVE_FLICKER.comment=Torches, fire and lava gently flicker. Cold lights stay steady.

option.LENS_FLARE=Sun lens flare
option.LENS_FLARE.comment=Halo and optical ghosts along the camera axis, occluded when the sun hides.
option.LENS_FLARE_STRENGTH=Lens flare strength
option.AURORA=Aurora borealis
option.AURORA.comment=Green and purple curtains on some clear nights.
option.SHOOTING_STARS=Shooting stars
option.CAMERA_DROPLETS=Camera droplets
option.CAMERA_DROPLETS.comment=In the rain outdoors, a few discreet drops sit on the lens and refract slightly, with rare thin trails sliding down. 1 = subtle (default), 2 = strong.
value.CAMERA_DROPLETS.0=Off
value.CAMERA_DROPLETS.1=Subtle
value.CAMERA_DROPLETS.2=Strong

option.DOF=Depth of field
option.DOF.comment=Focus on the aimed point, the distance blurs like a camera lens.
option.DOF_STRENGTH=Blur strength
option.CHROMATIC_ABERRATION=Chromatic aberration
option.CHROMATIC_ABERRATION.comment=Subtle optical fringing at the image edges, like a real lens.
option.RAINBOW=Rainbow
option.RAINBOW.comment=After the rain, opposite the sun — with an inverted secondary bow.

option.GODRAYS=Crepuscular rays
option.GODRAYS.comment=Sky light streams radially from the sun, cut by geometry.
option.GODRAY_STRENGTH=Ray strength
option.HEAT_SHIMMER=Heat shimmer
option.HEAT_SHIMMER.comment=The air wavers above lava and fire.
option.LIGHTNING_FX=Lightning illumination
option.LIGHTNING_FX.comment=The landscape flashes blue-white around lightning strikes.
option.MOON_HALO=Moon halo (22°)
option.MOON_HALO.comment=Ice ring around the moon on humid nights.
option.SHARPEN=Adaptive sharpening
option.SHARPEN.comment=Re-crisps textures after anti-aliasing.
option.SHARPEN_STRENGTH=Sharpen strength
option.SHARPEN_STRENGTH.comment=Unsharp-mask amount. 0.38 = previous behavior (soft). 0.6 = crisp. 1.0+ = very strong (may create edge halos / amplify grain). No effect if Adaptive sharpening is OFF.

option.WATER_LEVEL=Sea level
option.WATER_LEVEL.comment=Altitude datum (default 63): drives the fog layers (atmospheric, cave, dusk mist) and eye-underwater heuristics. Water detection is now PER PIXEL: this setting no longer paints water effects on dry terrain.

option.UW_RAY_DISTANCE=Underwater ray range
option.UW_RAY_DISTANCE.comment=Distance (blocks) at which underwater god rays fade out, with a soft transition.

option.LAVA_GLOW=Lava glow
option.LAVA_GLOW.comment=Intensity of lava's incandescent veins (spectacular Nether).
option.LAVA_ANIMATE=Animated lava
option.LAVA_ANIMATE.comment=Lava heat ripples and drifts (magma convection).
option.BIOME_ATMOSPHERE=Biome atmosphere
option.BIOME_ATMOSPHERE.comment=Fog takes the biome color: warm in deserts, green in swamps, icy in taiga.
option.BIOME_ATMO_STRENGTH=Biome atmosphere strength
option.CAVE_FOG=Cave ambiance
option.CAVE_FOG.comment=Colored, deep mist in skyless caverns.
option.CAVE_FOG_STRENGTH=Cave ambiance strength

screen.SKY=§5🌌 Sky & space
screen.SKY.comment=Physical atmosphere, stars, Milky Way, auroras.
screen.WEATHER=§b🌦️ Weather & biomes
screen.WEATHER.comment=Biome atmosphere, caves, rain, rainbow, storms.
screen.COLOR=§d🎨 Color & grading
screen.COLOR.comment=Exposure, saturation, vibrance, contrast, white balance.

option.SUN_INTENSITY=Sun intensity
option.MOON_INTENSITY=Moon intensity
option.AMBIENT_INTENSITY=Ambient intensity
option.SUN_TINT_TEMP=Sun temperature
option.SUN_TINT_TEMP.comment=Lower = warm/golden light, higher = cool/white.
option.HEIGHT_FOG_FALLOFF=Mist spread
option.HEIGHT_FOG_FALLOFF.comment=Height over which valley mist dissipates.
option.WAVE_SPEED=Wave speed
option.CAUSTIC_SCALE=Caustic scale
option.CAUSTIC_SPEED=Caustic speed
option.WATER_SUN_GLINT=Sun glint on water
option.WATER_GLINT_SHADOW=Glint shadow mask
option.WATER_GLINT_SHADOW.comment=Sun (and moon) glint on water disappears where the surface is shadowed by a cliff or a building. One shadow tap, negligible cost. Does not affect sky reflection or SSR.
value.WATER_GLINT_SHADOW.0=OFF
value.WATER_GLINT_SHADOW.1=ON
option.REFLECT_DESAT=Reflection desaturation
option.REFLECT_DESAT.comment=Mixes the final water reflection (SSR + sky) toward its own luminance: less candy-blue water, a more silvery photographic mirror. 0 = original colors, 0.15 = subtle, 0.5 = near monochrome.
option.WAVES_V2=Waves v2 (directional swell)
option.WAVES_V2.comment=Coherent directional spectrum: one dominant swell rolling along a fixed wind direction + wind-aligned anisotropic chop + micro-capillaries. The distant ocean rolls instead of flattening out. Off = exact v1 sea.
value.WAVES_V2.0=Off (v1)
value.WAVES_V2.1=On
option.SWELL_AMOUNT=Swell amount
option.SWELL_AMOUNT.comment=Height of the dominant swell (crests ~0.6 block at 1.0). 0 = chop only, no swell. Requires Waves v2.
option.WIND_DIRECTION=Wind direction
option.WIND_DIRECTION.comment=Propagation direction of swell and chop, in degrees (0 = east, 90 = south). Fixed = coherent sea. Requires Waves v2.
option.SHADOW_DISTORT_STRENGTH=Shadow focus
option.SHADOW_DISTORT_STRENGTH.comment=Pseudo-cascades: concentrates shadow map texels near the player — sharp up close, coarser far away, continuous falloff with no seams. 0.90 is calibrated for shadow distance 384 (same near sharpness as the old 0.85 at 256). 0.85 = old behavior.
option.SHADOW_Z_SCALE=Shadow depth range
option.SHADOW_Z_SCALE.comment=Depth packing of the shadow frustum. 0.2 covers ~±600 blocks along the sun axis: distant shadows survive at low sun all the way to the render distance. 0.5 = old behavior (~±250 blocks: shadows died at 250-400 blocks at low/mid sun no matter the shadow distance). Zero GPU cost.
option.WATER_FOG_DENSITY=Underwater fog density
option.CLOUD_BRIGHTNESS=Cloud brightness
option.CLOUD_ALTO_HEIGHT=Altocumulus altitude
option.CLOUD_CIRRUS_HEIGHT=Cirrus altitude
option.RAYLEIGH_STRENGTH=Rayleigh scattering (blue)
option.RAYLEIGH_STRENGTH.comment=Sky blue and red sunsets.
option.MIE_STRENGTH=Mie scattering (glow)
option.MIE_STRENGTH.comment=White/golden halo around the sun.
option.AURORA_BRIGHTNESS=Aurora brightness
option.STARS_V2=Starfield engine
option.STARS_V2.comment=Realistic v2: star clusters and voids, power-law magnitudes (a few brilliant stars, myriads of faint ones), subtle star colors, tilted celestial pole, TAA-stable point size. Classic = former uniform field.
value.STARS_V2.0=Classic
value.STARS_V2.1=Realistic v2
option.STAR_BRIGHTNESS=Star brightness
option.STAR_SIZE=Star size
option.STAR_SIZE.comment=Angular width of the star core (STARS_V2). 1.0 = original size, 1.2 = slightly bigger (default). Bright-star halos scale along.
option.MILKYWAY_BRIGHTNESS=Milky Way brightness
option.BLOOM_THRESHOLD=Bloom threshold
option.BLOOM_THRESHOLD.comment=Brightness at which a surface glows. Lower = more bloom.
option.TONEMAP_CONTRAST=Filmic contrast
option.VIBRANCE=Vibrance
option.VIBRANCE.comment=Saturates dull colors while sparing already-vivid ones.
option.WB_TEMPERATURE=White balance: temperature
option.WB_TEMPERATURE.comment=Negative = cooler/blue, positive = warmer/orange.
option.WB_TINT=White balance: tint
option.WB_TINT.comment=Negative = magenta, positive = green.
option.PLANET_RADIUS=Planet radius
option.PLANET_RADIUS.comment=Small = strong curvature (clouds dip fast at horizon). Huge = nearly flat.
option.CLOUD_CURVATURE=Cloud curvature
option.CLOUD_CURVATURE.comment=Clouds follow the planet's roundness instead of a flat ceiling.
option.WATER_SPARKLE=Water sparkle
option.WATER_SPARKLE.comment=Small bright glints on waves toward the sun. Disable if it looks "noisy".
option.WATER_SPARKLE_AMOUNT=Sparkle amount
option.WATER_SKY_REFLECT=Sky reflection on water
option.WATER_NORMAL_STRENGTH=Wave relief
option.WAVING_SPEED=Wind speed (foliage)
option.WAVING_WATER_PLANTS=Animate underwater plants
option.SUBSURFACE_STRENGTH=Foliage translucency
option.SUBSURFACE_STRENGTH.comment=The backlight that makes leaves glow.
option.FOLIAGE_SHADOW_STRENGTH=Foliage shadow strength
option.FOLIAGE_SHADOW_STRENGTH.comment=How dense the shade received under leaves/grass is. 0 = only the soft floor, 1 = full shadow.
option.FOLIAGE_SHADOW_TINT=Foliage shadow tint
option.FOLIAGE_SHADOW_TINT.comment=Green tint of the shade under foliage (light filtered through leaves).
value.DEBUG_VIEW.9=Skylight
value.DEBUG_VIEW.10=Torchlight
value.DEBUG_VIEW.11=Sky mask
value.DEBUG_VIEW.12=Luminance
value.DEBUG_VIEW.13=Voxels (camera raymarch)
value.DEBUG_VIEW.14=World normals
value.DEBUG_VIEW.15=Linear depth
value.DEBUG_VIEW.16=Voxel emission @ surface
value.DEBUG_VIEW.17=Voxel occupancy @ surface
value.DEBUG_VIEW.18=Gather hit heatmap
value.DEBUG_VIEW.19=Shadow map (color + tex0/tex1 diag)
value.DEBUG_VIEW.20=Shadow map (depth)
value.DEBUG_VIEW.21=Received shadow (PCF luma)
value.DEBUG_VIEW.22=Shadow receiver diag
value.DEBUG_VIEW.23=Water reflection (final RGB)
value.DEBUG_VIEW.24=Water refl diag (hit/weight/fresnel)
value.shadowDistanceRenderMul.-1.0=Auto (Iris)
option.SHADOW_CUTOUT_FIX=Cutout/entity shadow fix (caster)
option.SHADOW_CUTOUT_FIX.comment=Shadow pass: the alpha cut uses the TEXTURE alpha only. Fixes missing foliage/entity/player shadows when their vertex color alpha reaches 0 in the shadow pass. OFF = legacy test.
value.SHADOW_CUTOUT_FIX.0=OFF
value.SHADOW_CUTOUT_FIX.1=ON
option.SHADOW_TEX1_GATE_FIX=Translucent shadow fix (receiver)
option.SHADOW_TEX1_GATE_FIX.comment=A blocker present only in shadowtex0 and NOT tagged water/glass becomes full occlusion instead of a nearly invisible bright tint. Water and glass keep tinting shadows. OFF = legacy behavior.
value.SHADOW_TEX1_GATE_FIX.0=OFF
value.SHADOW_TEX1_GATE_FIX.1=ON
option.EMISSIVE_NEE_OMNI=Omni emissive (one-sided fix)
option.EMISSIVE_NEE_OMNI.comment=Fraction of gather rays cast over the FULL sphere instead of the surface hemisphere. 0 = current behavior (a single emissive block only lights faces that look at it). Raise it so an emerald/glowstone block lights more evenly on every side. Costs more rays; if the dark side stays grainy raise Emissive ray count.
option.EMISSIVE_NEE_OMNI_GAIN=Omni ray weight
option.EMISSIVE_NEE_OMNI_GAIN.comment=Brightness weight of the sphere rays vs the hemisphere rays. 1.0 = neutral. Raise if the newly-lit dark side is too dim.
option.BOSS_FX=Boss battle effect
option.BOSS_FX.comment=Pulsing purple vignette during boss fights (Ender Dragon, Wither).
option.LAVA_OVERLAY=In-lava view
option.LAVA_OVERLAY.comment=The screen drowns in an orange glow when swimming in lava.
option.DAMAGE_FX=Damage flash
option.DAMAGE_FX.comment=Dark blood-red flash with a brief blur when you take damage. The more health lost at once, the stronger the flash; fades out in about a second.
value.DAMAGE_FX.0=OFF
value.DAMAGE_FX.1=ON
option.DAMAGE_FX_STRENGTH=Damage flash strength
option.DAMAGE_FX_STRENGTH.comment=Scales the red vignette and the blur. 1.0 = default, 2.0 = brutal.
option.RTGI=Global Illumination (SSGI)
option.RTGI.comment=Real-time light simulation: each surface receives bounced light from lit surfaces around it (real color bleeding). Replaces flat vanilla lighting.
option.RTGI_STRENGTH=GI strength
option.RTGI_RADIUS=GI range
option.RTGI_RADIUS.comment=Distance (blocks) light bounces over. Larger = wider bounce but costlier.
option.RTGI_ACCUM=GI temporal smoothing
option.RTGI_ACCUM.comment=Higher = more stable but smears a bit when moving. Lower = responsive but noisier.
option.RTGI_BOUNCE_AMBIENT=Residual ambient
option.RTGI_BOUNCE_AMBIENT.comment=Remaining flat ambient light. Lower for a more "simulated", contrasted look (GI does the work).
option.RSM_GI=Off-screen sun bounce (RSM)
option.RSM_GI.comment=Uses the shadow map (which covers all around you) as a bounce source: sunlight reflects off colored surfaces EVEN off-screen. True PTGI-style color bleeding.
option.RSM_STRENGTH=Sun bounce strength
option.RSM_RADIUS=Sun bounce range
option.RSM_SAMPLES=Sun bounce quality
option.VANILLA_BLOCKLIGHT=Vanilla block light
option.VANILLA_BLOCKLIGHT.comment=Enables Minecraft's classic block light. Disable for 100% GI/emissive lighting (more realistic but darker caves without torches).
option.PBR_REFLECTIONS=PBR reflections (labPBR)
option.PBR_REFLECTIONS.comment=Specular reflections on smooth/metallic surfaces defined by the resource pack (specular map). Metal, polished surfaces.
option.PBR_REFLECT_STRENGTH=PBR reflection strength
option.PBR_POM=POM relief (height maps)
option.PBR_POM.comment=Parallax: carves relief from the resource pack's height map. EXPERIMENTAL — may cause artifacts on some packs.
option.POM_DEPTH=Relief depth
option.POM_SAMPLES=Relief quality
option.CAUSTIC_DEPTH_BLUR=Caustic depth blur
option.CAUSTIC_DEPTH_BLUR.comment=Water column (blocks) over which the caustic net softens with depth. Higher = stays sharp deeper.
option.CAUSTIC_LARGE_SCALE=Caustic large scale
option.CAUSTIC_LARGE_SCALE.comment=Size of the low-frequency caustic mesh visible from far away. Lower = bigger cells.
option.CAUSTIC_LARGE_STRENGTH=Caustic large strength
option.CAUSTIC_LARGE_STRENGTH.comment=How strongly the large far-visible octave MODULATES the fine caustic web (structure of the mesh, no longer an additive glow). 0 = uniform fine web. Saturates past 2.0.
option.WHITECAP_NEAR_FADE=Whitecap near fade
option.WHITECAP_NEAR_FADE.comment=Distance (blocks) below which whitecaps fade out, so no harsh foam at your feet.
option.WATER_FALL_SPEED=Waterfall flow speed
option.WATER_FALL_SPEED.comment=Speed of the vertical streaks running down waterfalls.
option.WATER_FALL_RELIEF=Waterfall relief
option.WATER_FALL_RELIEF.comment=Depth of the vertical flow normal on waterfalls. 0 = flat.
option.WATER_ROUGH_REFLECT=Glossy water reflections
option.WATER_ROUGH_REFLECT.comment=Blurs water reflections with distance and rain (rougher surface). Best with TAA.
option.WATER_ROUGHNESS=Water roughness
option.WATER_ROUGHNESS.comment=Amount of blur on glossy water/glass reflections. Keep low on FXAA profiles.
option.UW_BIOME_TINT=Underwater biome tint
option.UW_BIOME_TINT.comment=Underwater fog and light shafts take the biome water color (keeps physical brightness).
option.UW_BIOME_TINT_STRENGTH=Underwater tint strength
option.UW_BIOME_TINT_STRENGTH.comment=How strongly the biome color tints the underwater fog/shafts.
option.UW_DENSITY_BOOST=Underwater density boost
option.UW_DENSITY_BOOST.comment=Multiplies underwater fog density. 1.0 = default.
option.UW_FOG_DEPTH_TINT=Underwater deep tint
option.UW_FOG_DEPTH_TINT.comment=Extra biome tint applied to the deepest fog color.
option.GLASS_ROUGH_REFLECT=Glossy glass reflections
option.GLASS_ROUGH_REFLECT.comment=Blurs glass reflections by its labPBR smoothness (frosted glass). Best with TAA.
option.LAVA_FLOW_SPEED=Lava flow speed
option.LAVA_FLOW_SPEED.comment=Speed of the downward lava flow on vertical lava faces.
option.CLOUD_SHADOW_DARKNESS=Cloud shadow darkness
option.CLOUD_SHADOW_DARKNESS.comment=How dark the ground gets under clouds. 0 = no cloud shadows.
option.CLOUD_SHADOW_SOFTNESS=Cloud shadow softness
option.CLOUD_SHADOW_SOFTNESS.comment=Softness of the cloud shadow edges on the ground.
option.GODRAY_SAMPLES=God ray quality
option.GODRAY_SAMPLES.comment=Number of screen-space god ray samples. Only affects smoothness, not intensity.
option.TAA_CLAMP_TONEMAP=TAA tonemapped clamp
option.TAA_CLAMP_TONEMAP.comment=Clamps TAA history in tonemapped space to kill ghosting near the sun and bright glints.
option.BLOOM_PHYSICAL=Physical bloom
option.BLOOM_PHYSICAL.comment=Anti-firefly bright pass + wide soft halo. 0 = classic bloom.
option.BLOOM_MIP=MIP pyramid bloom
option.BLOOM_MIP.comment=Multi-scale halo (MIP pyramid, LOD 1 to 6): wide soft glow at constant energy. 0 = exact original bloom chain.
option.BLOOM_HALF_RES=Half-res bloom
option.BLOOM_HALF_RES.comment=Computes the bloom blur on a quarter of the pixels; bloom is a wide blur with no hard edges, so the bilinear re-expand is invisible: same on-screen glow, ~4x cheaper. OFF = full-resolution bloom chain (legacy path).
value.BLOOM_HALF_RES.0=OFF
value.BLOOM_HALF_RES.1=ON
option.MOTION_BLUR=Motion blur
option.MOTION_BLUR.comment=Camera motion blur (needs TAA). Cuts on teleport/disocclusion to avoid smear.
option.MOTION_BLUR_STRENGTH=Motion blur strength
option.MOTION_BLUR_STRENGTH.comment=Length of the motion blur trail.
option.MOTION_BLUR_SAMPLES=Motion blur quality
option.MOTION_BLUR_SAMPLES.comment=Number of motion blur samples.
option.ATMO_FOG=Atmospheric fog
option.ATMO_FOG.comment=Progressive Beer-Lambert haze from ~60 blocks (Bliss-style): real mid-range atmospheric depth, boosted at dusk.
option.ATMO_FOG_DENSITY=Atmospheric density
option.ATMO_FOG_DENSITY.comment=Mid-range atmospheric haze density. 1.0 = calibrated.
option.ATMO_FOG_DUSK_BOOST=Dusk haze
option.ATMO_FOG_DUSK_BOOST.comment=Haze boost at dawn/dusk. Lower one notch if sunsets look washed out.
option.FOG_BIOME_TINT=Biome fog tint
option.FOG_BIOME_TINT.comment=Volumetric haze takes the biome color (greenish swamp, ochre desert). Air only.
option.FOG_BIOME_TINT_STRENGTH=Biome tint strength
option.FOG_BIOME_TINT_STRENGTH.comment=Amount of biome tint applied to the volumetric haze.
option.VL_DUSK_BOOST=Dusk light rays (VL)
option.VL_DUSK_BOOST.comment=Makes volumetric light more directional at sunset (Bliss-style rays). 0 = original behavior.
option.GODRAY_DUSK_BOOST=Dusk godrays
option.GODRAY_DUSK_BOOST.comment=Boosts screen-space godrays at sunset. 0.5 = calibrated anti-washout; raise after the first screenshot if too subtle.
option.PORTAL_FX=Portal effects
option.PORTAL_FX.comment=Nether portal: parallax energy core, magic-glass background distortion, frame-licking glow. End portal: parallax star well. OFF = original rendering.
value.PORTAL_FX.0=OFF
value.PORTAL_FX.1=ON
option.PORTAL_GLOW=Portal glow
option.PORTAL_GLOW.comment=HDR intensity of portal energy (drives bloom) and background distortion amount. 1.0 = calibrated.

option.SSGI=SSGI (sun bounce)
option.SSGI.comment=One bounce of SUNLIGHT only, Chocapic-style: sunlit surfaces light their neighbors (color bleeding). Block lights stay strictly vanilla and never feed the GI. Fades out in caves.
option.SSGI_STRENGTH=SSGI strength
option.SSGI_RADIUS=SSGI radius
option.SSGI_SAMPLES=SSGI samples
option.SSGI_ACCUM=SSGI temporal smoothing
option.RT_REFLECTIONS=Ray Traced Reflections
option.RT_REFLECTIONS.comment=Reflections ray-marched against the real scene geometry (labPBR smoothness + metalness, glossy blur). Replaces the classic PBR reflections. Water always keeps its own ray traced reflections.
option.RT_REFLECT_MODE=RT mode
option.RT_REFLECT_MODE.comment=Pure RT: only geometry actually hit by the ray reflects (most RTX-like). Combined: RT hits + analytic sky fallback (most complete). Water only: labPBR surfaces stop reflecting, water keeps its SSR.
value.RT_REFLECT_MODE.0=Screen RT strict (no sky)
value.RT_REFLECT_MODE.1=Screen RT + sky
screen.SHADOWS_ADV=§7⚙ Advanced
screen.LIGHTS_ADV=§7⚙ Advanced
screen.SSGI_ADV=§7⚙ Advanced
screen.VOLUMETRICS_ADV=§7⚙ Advanced
screen.WATER_ADV=§7⚙ Advanced
screen.CLOUDS_ADV=§7⚙ Advanced
screen.SKY_ADV=§7⚙ Advanced
screen.MATERIALS_ADV=§7⚙ Advanced
screen.COLOR_ADV=§7⚙ Advanced
screen.POST_ADV=§7⚙ Advanced
option.WAVE_NORMALS_V3=Smooth waves (2 layers)
option.WAVE_NORMALS_V3.comment=SEUS PTGI-style water surface: two soft scrolling noise layers, round lobes, coherent reflections. 0 = choppy procedural (Seascape v2). Caustics, foam and displacement untouched.
value.WAVE_NORMALS_V3.0=Choppy (v2)
value.WAVE_NORMALS_V3.1=Smooth (SEUS-like)
option.WAVE_FAST_NORMALS=Fast water normals
option.WAVE_FAST_NORMALS.comment=Same wave shape, cheaper evaluation: the wind transform is computed once per pixel instead of three times, and fine wave octaves stop earlier once smaller than a pixel. 0 = original evaluator.

value.RT_REFLECT_MODE.2=Hybrid PT (recommended)
option.PT_REFLECT_STEPS=PT ray steps
option.PT_REFLECT_STEPS.comment=Voxel march budget for off-screen rays. Higher = longer reach, costlier.
option.PT_REFLECT_WATER=PT on water
option.PT_REFLECT_WATER.comment=Water reflections also continue off-screen into the voxel world.
option.PT_REFLECT_STRENGTH=PT brightness
option.PT_REFLECT_SUN=PT sun light
option.PT_REFLECT_AMBIENT=PT ambient light
option.PT_REFLECT_EMISSIVE=PT emissive boost

option.PT_REFLECT_SOFT=PT denoiser (blur)
option.PT_REFLECT_SOFT.comment=Per-pixel cone jitter smoothed by TAA + distant-hit fade: hides the voxel look of off-screen reflections behind a soft blur. 0 = sharp rays (visible voxels).
option.SSR_PREV_FRAME=Reflections in reflections
option.SSR_PREV_FRAME.comment=SSR hits sample the previous complete frame (reflections, fog and volumetrics already composed, reprojected): water reflects water that reflects.
value.SSR_PREV_FRAME.0=OFF (current frame)
value.SSR_PREV_FRAME.1=ON (previous frame)
option.SSR_FAST=Fast SSR march
option.SSR_FAST.comment=Screen-space reflection rays advance with incremental projection math instead of a full matrix multiply per step. Same steps and accuracy, no visual change, slightly cheaper reflections.

option.PT_REFLECT_DISTANCE=PT range
option.PT_REFLECT_DISTANCE.comment=Reach of off-screen rays. Hits approaching this limit fade smoothly into the sky fallback (no hard clip).

value.RT_REFLECT_MODE.3=Full PT (all voxel)

option.PT_REFLECT_CHUNKS=PT range (chunks)
option.PT_REFLECT_CHUNKS.comment=Reach of off-screen rays, in chunks (1 chunk = 16 blocks). Hits approaching the limit fade smoothly.
value.shadowDistance.96.0=6 chunks
value.shadowDistance.128.0=8 chunks
value.shadowDistance.192.0=12 chunks
value.shadowDistance.256.0=16 chunks
value.shadowDistance.384.0=24 chunks
value.shadowDistance.512.0=32 chunks
value.shadowDistance.768.0=48 chunks
value.shadowDistance.1024.0=64 chunks
option.PT_WATER_NORMAL=PT waves influence
option.PT_WATER_NORMAL.comment=How much water waves bend the off-screen PT rays. 0 = flattened normal (perfectly stable), 1 = full wave normal (full distortion).

option.WAVE_ITERATIONS=Swell iterations
option.WAVE_ITERATIONS.comment=Number of wave trains: first at full strength, each next one rotated, shorter and weaker (crossed sea). Caustics follow this field automatically.
option.DEBAND=Debanding (perfect gradients)
option.DEBAND.comment=Imperceptible ±1/255 noise before 8-bit quantization: visible banding steps in gradients (sky, fog, blurs, bloom) fully disappear.
value.DEBAND.0=OFF
value.DEBAND.1=ON

screen.PERF=§6🚀 Performance
screen.PERF.comment=The 4 quality axes automatically drive every technical setting (resolutions, samples, ranges).
screen.SIMPLE_WATER=§b💧 Water
screen.SIMPLE_SKY=§e🌤 Sky & Clouds
screen.SIMPLE_LIGHT=§d🎨 Image & Light
screen.EXPERT=§7🔧 Expert (all settings)
screen.EXPERT.comment=The full detailed settings tree, for tuners.
option.SHADOW_QUALITY=Shadow quality
option.SHADOW_QUALITY.comment=Drives shadow map resolution/range, shadow samples, contact shadows and AO.
option.CLOUD_QUALITY=Cloud quality
option.CLOUD_QUALITY.comment=Drives volumetric samples and render range (500/1000).
option.VOLUMETRIC_QUALITY=Volumetrics quality
option.VOLUMETRIC_QUALITY.comment=Drives samples for volumetric light, god rays and underwater volumetrics.
option.WATER_QUALITY=Water quality
option.WATER_QUALITY.comment=Drives the number of swell trains (and caustics richness).
value.SHADOW_QUALITY.0=§9Low
value.SHADOW_QUALITY.1=§aMedium
value.SHADOW_QUALITY.2=§6High
value.SHADOW_QUALITY.3=§4Very high
value.CLOUD_QUALITY.0=§9Low
value.CLOUD_QUALITY.1=§aMedium
value.CLOUD_QUALITY.2=§6High
value.CLOUD_QUALITY.3=§4Very high
value.VOLUMETRIC_QUALITY.0=§9Low
value.VOLUMETRIC_QUALITY.1=§aMedium
value.VOLUMETRIC_QUALITY.2=§6High
value.VOLUMETRIC_QUALITY.3=§4Very high
value.WATER_QUALITY.0=§9Low
value.WATER_QUALITY.1=§aMedium
value.WATER_QUALITY.2=§6High
value.WATER_QUALITY.3=§4Very high

# ==== [CONFIG] — the pack creator's tuning lab ====
screen.CONFIG=§6🧪 Advanced configuration
screen.CONFIG.comment=The pack creator's tuning lab: expert dials, every default = the current render. Room reserved for future sub-menus.
screen.CONFIG_WATER_OUT=§9💧 Water — outside view
screen.CONFIG_WATER_OUT.comment=The whole water column seen from outside: per-channel absorption, veil, mirror, glint, sunset glow.
screen.CONFIG_WATER_UW=§3🤿 Water — underwater
screen.CONFIG_WATER_UW.comment=Eye-submerged rendering: fog tint channel by channel, brightness, sight range, caustics, god rays.
screen.CONFIG_TIMECOLORS=§e🕒 Colors by time of day
screen.CONFIG_TIMECOLORS.comment=Per-period grade (dawn / day / dusk / night): temperature, saturation, brightness. Neutral defaults change nothing.
screen.CONFIG_SKY=§b🌅 Sky (advanced)
screen.CONFIG_SKY.comment=Appearance of the sky source: final RGB tint, horizon band, night luminance, atmosphere, sun, stars. Sky reflections and fogs follow (shared source).
screen.CONFIG_CLOUDS=§f☁️ Clouds (advanced)
screen.CONFIG_CLOUDS.comment=Cloud LOOK only (tops, bellies, silver lining, alto layer) plus the main shape dials. Density masks and ground shadows stay in sync.
screen.CONFIG_LIGHT=§e💡 Light & shadows (advanced)
screen.CONFIG_LIGHT.comment=Light appearance: torch RGB, day ambient temperature, shadow saturation, plus the main intensity dials.
screen.CONFIG_POST=§d✨ Post-processing (advanced)
screen.CONFIG_POST.comment=The whole grading chain on one screen: exposure, saturation, white balance, bloom, vignette, sharpen, grain, damage flash.
option.WATER_ABSORB_R=Absorption — red
option.WATER_ABSORB_R.comment=How fast the RED channel dies with depth. Higher = red vanishes sooner (more teal shallows); lower = warmer shallow water.
option.WATER_ABSORB_G=Absorption — green
option.WATER_ABSORB_G.comment=How fast the GREEN channel dies with depth. Higher = deep water leans blue; lower = greener column.
option.WATER_ABSORB_B=Absorption — blue
option.WATER_ABSORB_B.comment=How fast the BLUE channel dies with depth. Higher = darker deeps; lower = blue survives further (bluer distance).
option.WATER_VEIL_DENSITY=Veil density
option.WATER_VEIL_DENSITY.comment=Multiplies the path-veil rate: how fast the floor dissolves into the slate veil. 1.0 = calibrated (floor gone around 6-7 blocks).
option.WATER_VEIL_START=Veil hold-off
option.WATER_VEIL_START.comment=First blocks of water path kept veil-free (absorption still applies). 0 = veil from the start; 1-2 = crystal-clear first layer.
option.WATER_GLINT_SIZE=Sun glint size
option.WATER_GLINT_SIZE.comment=Multiplies the GGX lobe width: bigger = wider, softer sun sparkles; smaller = pin-point glitter. Intensity stays on Sun glint.
option.WATER_MIRROR_ANGLE=Mid-angle mirror
option.WATER_MIRROR_ANGLE.comment=Scales the Fresnel damper at MEDIUM view angles (mirror presence). The grazing/horizon mirror is untouched. 1.0 = calibrated.
option.WATER_SCATTER_SUNSET=Sunset glow in water
option.WATER_SCATTER_SUNSET.comment=Weight of the refracted-sun glow inside the water volume at low sun. 0 = quiet sunset water, 2 = strong golden path.
option.WATER_TINT_DESAT=Surface tint desaturation
option.WATER_TINT_DESAT.comment=Desaturates the biome tint of the SURFACE albedo only (the column keeps its slate palette). 0 = full biome color.
option.WATER_DEPTH_DENSITY=Column density
option.WATER_DEPTH_DENSITY.comment=Densifies the in-water path feeding BOTH absorption and veil. Works against Clarity (density/clarity ratio).
option.UW_FOG_R=UW fog — red
option.UW_FOG_R.comment=Red channel of the submerged-column in-scatter tint (one shared constant for the 3 fog sites).
option.UW_FOG_G=UW fog — green
option.UW_FOG_G.comment=Green channel of the submerged-column in-scatter tint.
option.UW_FOG_B=UW fog — blue
option.UW_FOG_B.comment=Blue channel of the submerged-column in-scatter tint.
option.UW_FOG_BRIGHT=UW fog brightness
option.UW_FOG_BRIGHT.comment=Luminance of the eye-submerged fog color. Lower = darker dive, higher = brighter milky water.
option.UW_CLARITY=UW sight range
option.UW_CLARITY.comment=Divides the underwater fog density: higher = clearer, longer sight under water. 1.0 = calibrated (~15-20 m).
option.UW_CAUSTIC_LIGHT=UW floor caustics
option.UW_CAUSTIC_LIGHT.comment=Strength of the caustic light dancing on the floor while submerged. 0 = none, 2 = double.
option.TC_ENABLE=Time-of-day grade
option.TC_ENABLE.comment=Master switch of the per-period color grade. OFF compiles the whole grade out (zero cost).
option.TC_DAWN_TEMP=Dawn — temperature
option.TC_DAWN_TEMP.comment=Warm/cool shift at dawn: + = warmer (more red), - = cooler (more blue).
option.TC_DAWN_SAT=Dawn — saturation
option.TC_DAWN_SAT.comment=Color saturation at dawn. 1.0 = neutral.
option.TC_DAWN_BRIGHT=Dawn — brightness
option.TC_DAWN_BRIGHT.comment=Brightness multiplier at dawn. 1.0 = neutral.
option.TC_DAY_TEMP=Day — temperature
option.TC_DAY_TEMP.comment=Warm/cool shift in full day: + = warmer, - = cooler.
option.TC_DAY_SAT=Day — saturation
option.TC_DAY_SAT.comment=Color saturation in full day. 1.0 = neutral.
option.TC_DAY_BRIGHT=Day — brightness
option.TC_DAY_BRIGHT.comment=Brightness multiplier in full day. 1.0 = neutral.
option.TC_DUSK_TEMP=Dusk — temperature
option.TC_DUSK_TEMP.comment=Warm/cool shift at dusk: + = warmer sunset, - = cooler.
option.TC_DUSK_SAT=Dusk — saturation
option.TC_DUSK_SAT.comment=Color saturation at dusk. 1.0 = neutral.
option.TC_DUSK_BRIGHT=Dusk — brightness
option.TC_DUSK_BRIGHT.comment=Brightness multiplier at dusk. 1.0 = neutral.
option.TC_NIGHT_TEMP=Night — temperature
option.TC_NIGHT_TEMP.comment=Warm/cool shift at night: + = warmer, - = colder moonlight.
option.TC_NIGHT_SAT=Night — saturation
option.TC_NIGHT_SAT.comment=Color saturation at night. 1.0 = neutral.
option.TC_NIGHT_BRIGHT=Night — brightness
option.TC_NIGHT_BRIGHT.comment=Brightness multiplier at night. 1.0 = neutral.
option.SKY_TINT_R=Sky tint — red
option.SKY_TINT_R.comment=Final red multiplier on the analytic sky gradient. Reflections and fogs follow (shared source). 1.0 = neutral.
option.SKY_TINT_G=Sky tint — green
option.SKY_TINT_G.comment=Final green multiplier on the analytic sky gradient. Reflections and fogs follow. 1.0 = neutral.
option.SKY_TINT_B=Sky tint — blue
option.SKY_TINT_B.comment=Final blue multiplier on the analytic sky gradient. Reflections and fogs follow. 1.0 = neutral.
option.SKY_HORIZON_LIFT=Horizon brightness
option.SKY_HORIZON_LIFT.comment=Brightness of the horizon band relative to the zenith, day and night. 1.0 = neutral.
option.SKY_NIGHT_BRIGHT=Night sky luminance
option.SKY_NIGHT_BRIGHT.comment=Scales the night-sky base colors (zenith and horizon). Stars and Milky Way keep their own dials. 1.0 = neutral.
option.CLOUD_WHITE=Cumulus tops brightness
option.CLOUD_WHITE.comment=Brightness of the sunlit cumulus tops. Shading only: shapes, density and ground shadows are untouched. 1.0 = neutral.
option.CLOUD_BELLY_BRIGHT=Cumulus belly brightness
option.CLOUD_BELLY_BRIGHT.comment=Brightness of the shaded blue-grey cumulus bellies (sky-ambient share; the dusk gold is untouched). 1.0 = neutral.
option.CLOUD_BELLY_COOL=Cumulus belly coolness
option.CLOUD_BELLY_COOL.comment=Blue bias of the belly shade: >1 = cooler/bluer, <1 = warmer/greyer, at constant brightness. 1.0 = neutral.
option.CLOUD_SILVER=Silver lining
option.CLOUD_SILVER.comment=Sunward edge flare of the cumulus; stacks with the Clouds-screen silver dial. 0 = none, 1.0 = neutral.
option.CLOUD_ALTO_BRIGHT=Alto layer brightness
option.CLOUD_ALTO_BRIGHT.comment=Brightness of the altocumulus layer (layer 2), volumetric and 2D variants. 1.0 = neutral.
option.TORCH_R=Torch light — red
option.TORCH_R.comment=Red multiplier on the block-light tint (torches, lightmap, held light). LPV colored lights keep their own hue. 1.0 = neutral.
option.TORCH_G=Torch light — green
option.TORCH_G.comment=Green multiplier on the block-light tint. Lower = redder, warmer torches. 1.0 = neutral.
option.TORCH_B=Torch light — blue
option.TORCH_B.comment=Blue multiplier on the block-light tint. Higher = paler, less orange torch light. 1.0 = neutral.
option.AMBIENT_COOL=Day ambient coolness
option.AMBIENT_COOL.comment=Temperature of the DAY sky ambient: >1 = cooler (red down, blue up), <1 = warmer. Dusk and night are untouched. 1.0 = neutral.
option.SHADOW_TINT=Shadow saturation
option.SHADOW_TINT.comment=Saturation of the sky ambient inside shadowed areas: 1.0 = full blue tint (current look), 0 = neutral grey shadows.
