screen.LIGHTING=Lighting
screen.ATMOSPHERE=Atmosphere
screen.WATER=Water & Reflections
screen.RAIN=Weather
screen.RAIN.comment=Rain appearance, wet ground, reflective puddles, snow cover and lightning.
screen.MATERIALS=Materials
screen.POST=Post-Processing
screen.PERFORMANCE=Performance
screen.ADVANCED=Advanced Settings
screen.ADVANCED.comment=Fine-grained visual and reconstruction controls. Extreme combinations can reduce stability or performance; use Reset to restore authored defaults.
screen.ADV_LIGHTING=Advanced Lighting
screen.ADV_ATMOSPHERE=Advanced Atmosphere
screen.ADV_WATER=Advanced Water
screen.ADV_MATERIALS=Advanced Materials
screen.ADV_POST=Advanced Post-Processing
screen.ADV_AA=Anti-Aliasing Tuning
screen.LENS=Camera & Film
screen.ADV_SKY=Sky & Scattering
screen.NIGHT_SKY=Night Sky & Optics
screen.ADV_CLOUDS=Cloud Shape & Quality
screen.ADV_SHADOWS=Shadow & Sun Tuning
screen.ADV_DIMENSIONS=Dimension Tuning
screen.ADV_PERFORMANCE=Advanced Performance
screen.ADV_DEBUG=Debug Views

profile.POTATO=Potato
profile.LOW=Low
profile.MEDIUM=Medium
profile.HIGH=High
profile.VERY_HIGH=Very High
profile.EXTREME=Extreme
profile.OVERDRIVE=Overdrive
profile.comment=Potato 160+ | Low 125+ | Medium 90+ | High 65+ | Very High 40+ | Extreme 25+ | Overdrive ~20 (Tested on a GTX 1650 Ti, 1080p, Can be easily tuned by changing the performance mode.)

option.SHADOWS=Shadows
option.SHADOWS.comment=Shadow-mapped sun/moon shadows.
option.COLORED_SHADOWS=Colored Shadows
option.COLORED_SHADOWS.comment=Stained glass and other translucents tint their shadows.
option.shadowMapResolution=Shadow Resolution
option.shadowDistance=Shadow Distance
option.SHADOW_SAMPLES=Shadow Softness Samples
option.SHADOW_SAMPLES.comment=PCF taps per pixel. More = smoother edges, higher cost.
option.SHADOW_SOFTNESS=Shadow Softness
option.PCSS=Contact-Hardening Shadows
option.PCSS.comment=Shadows sharpen where the object casting them is close to the surface, and stay soft where it is far.
option.PCSS_BLOCKER_SAMPLES=Contact Search Samples
option.PCSS_BLOCKER_SAMPLES.comment=Taps used to find how far away the shadow caster is.
option.PCSS_SOFTEN=Contact Softening Distance
option.PCSS_MIN_SCALE=Contact Sharpness
option.PCSS_MIN_SCALE.comment=How sharp shadows get right at the point of contact.
option.CONTACT_SHADOWS=Contact Shadows
option.CONTACT_SHADOW_STRENGTH=Contact Shadow Strength
option.CONTACT_SHADOW_STRENGTH.comment=How dark the small-scale contact darkening gets.
option.CONTACT_SHADOW_LENGTH=Contact Shadow Reach
option.CONTACT_SHADOW_LENGTH.comment=How far the screen-space ray travels.
option.CONTACT_SHADOW_STEPS=Contact Shadow Samples
option.CONTACT_SHADOW_STEPS.comment=Taps along the contact ray.
option.CONTACT_SHADOW_THICKNESS=Contact Shadow Thickness
option.CONTACT_SHADOW_THICKNESS.comment=Assumed depth of a screen-space occluder.
option.CONTACT_SHADOW_DISTANCE=Contact Shadow Distance
option.CONTACT_SHADOW_DISTANCE.comment=Range over which contact shadows are traced before fading out.
option.CONTACT_SHADOW_HIZ=Contact Shadow Culling
option.sunPathRotation=Sun Path Angle
option.COLORED_LIGHTING=Colored Lighting
option.COLORED_LIGHTING.comment=Voxel flood-fill colored light from torches, lava, glowstone... The headline feature.
option.LPV_INTENSITY=Colored Light Brightness
option.LPV_FALLOFF=Colored Light Range
option.LPV_FALLOFF.comment=Per-block falloff. Higher = light travels further.
option.LPV_OCCLUSION_AWARE=Blocked Light Cutoff
option.LPV_OCCLUSION_AWARE.comment=Stops colored light bleeding across block edges it cannot actually reach.
option.LPV_VANILLA_MIX=Vanilla Light Blend
option.LPV_VANILLA_MIX.comment=How much of Minecraft's own block lighting shows through inside the colored-light volume.
option.LPV_FOG=Light Fog Glow
option.LPV_FOG.comment=Air near light sources picks up a soft volumetric glow. Stronger emitters glow further.
option.LPV_FOG_STRENGTH=Light Fog Strength
option.HAND_LIGHT=Held Light
option.HAND_LIGHT.comment=Held torches light up surroundings.
option.AO_MODE=Ambient Occlusion
option.SSAO_SAMPLES=AO Samples
option.EMISSION_STRENGTH=Emission Strength
option.MIN_AMBIENT=Night Brightness
option.SUN_BRIGHTNESS=Sunlight Brightness
option.SUN_BRIGHTNESS.comment=Multiplier for direct sunlight color and intensity.
option.MOON_BRIGHTNESS=Moonlight Brightness
option.MOON_BRIGHTNESS.comment=Multiplier for direct moonlight color and intensity.
option.BLOCKLIGHT_SCALE=Voxel Light Scale
option.BLOCKLIGHT_SCALE.comment=Base brightness of colored voxel lighting before the user-facing brightness multiplier.
option.EMISSION_SCALE=Material Emission Scale
option.EMISSION_SCALE.comment=Base HDR intensity of emissive textures and blocks.
option.HAND_LIGHT_STRENGTH=Held Light Strength
option.HAND_LIGHT_STRENGTH.comment=Brightness multiplier for dynamic light emitted by held items.
option.LPV_SEED=Voxel Seed Energy
option.LPV_SEED.comment=Energy injected by light-source blocks into the colored-light volume.
option.LPV_COLOR_SATURATION=Voxel Light Saturation
option.LPV_COLOR_SATURATION.comment=Color purity of propagated colored lighting. 0 produces white light; values above 1 exaggerate color.
option.LPV_GLASS_TINT=Stained Glass Transmission
option.LPV_GLASS_TINT.comment=Colored light picks up the color of the stained glass it propagates through.
option.FALLBACK_BLOCKLIGHT_R=Fallback Light Red
option.FALLBACK_BLOCKLIGHT_G=Fallback Light Green
option.FALLBACK_BLOCKLIGHT_B=Fallback Light Blue
option.FALLBACK_BLOCKLIGHT_R.comment=Red component of vanilla/fallback block light.
option.FALLBACK_BLOCKLIGHT_G.comment=Green component of vanilla/fallback block light.
option.FALLBACK_BLOCKLIGHT_B.comment=Blue component of vanilla/fallback block light.
option.SHADOW_TINT=Colored Shadow Tint
option.SHADOW_TINT.comment=How strongly translucent block colors tint direct shadows.
option.shadowDistanceRenderMul=Shadow Render Multiplier
option.shadowDistanceRenderMul.comment=Extends or contracts the camera range rendered into the shadow map relative to Shadow Distance.
option.entityShadowDistanceMul=Entity Shadow Distance
option.entityShadowDistanceMul.comment=Fraction of Shadow Distance at which entities continue casting shadows.
option.ambientOcclusionLevel=Vanilla AO Strength
option.ambientOcclusionLevel.comment=Strength of Minecraft's built-in vertex ambient occlusion before shader AO is applied.

option.CALM_MODE=Calm Mode
option.CALM_MODE.comment=A warmer, quieter look.
option.CALM_STRENGTH=Calm Amount
option.CALM_STRENGTH.comment=How far toward the calm look to go.

option.PHYSICAL_SKY=Physical Sky
option.PHYSICAL_SKY.comment=Builds the Overworld sky from real Rayleigh and Mie scattering instead of a hand-tuned color gradient.
option.AERIAL_PERSPECTIVE=Aerial Perspective
option.AERIAL_PERSPECTIVE.comment=DFar terrain shifts blue before it fades and haze glows warm toward a low sun.
option.SKY_BRIGHTNESS=Sky Brightness
option.SKY_BRIGHTNESS.comment=Overall brightness of the physical sky.
option.HORIZON_BRIGHTNESS=Horizon Glow
option.SKY_BLUENESS=Sky Blueness
option.SKY_BLUENESS.comment=How closely the sky follows the physical wavelength-to-fourth scattering law.
option.AERIAL_STRENGTH=Aerial Haze Glow
option.AERIAL_STRENGTH.comment=Strength of the forward-scattered sunlight in distance haze.
option.AERIAL_BLUENESS=Haze Blueness
option.AERIAL_BLUENESS.comment=How blue the distance haze is.
option.CLOUD_RAYS=Rays From Clouds
option.CLOUD_RAYS.comment=Lets the cloud deck cast the light shafts.
option.CLOUD_RAY_STRENGTH=Cloud Ray Contrast
option.CLOUD_RAY_STRENGTH.comment=How dark the shadowed gaps between beams go.
option.CLOUD_RAY_DISTANCE=Cloud Ray Reach
option.CLOUD_RAY_DISTANCE.comment=How far the beam march runs past the normal god-ray range.
option.CLOUD_RAY_STEPS=Cloud Ray Samples
option.CLOUD_RAY_GAIN=Cloud Ray Brightness
option.NIGHT_SKY_MODE=Night Sky
option.NIGHT_SKY_MODE.comment=Simple leaves the stars alone. Balanced adds aurora on clear cold nights. Fantasy adds the Milky Way on top.
option.MILKY_WAY_STRENGTH=Milky Way Brightness
option.MILKY_WAY_STRENGTH.comment=How strongly the band reads against the stars.
option.MILKY_WAY_WIDTH=Milky Way Tightness
option.MILKY_WAY_WIDTH.comment=Higher values narrow the band into a tighter arc.
option.AURORA_COLD_ONLY=Aurora In Cold Biomes Only
option.AURORA_COLD_ONLY.comment=Restricts aurora to frigid biomes so it feels earned.
option.AURORA_STRENGTH=Aurora Brightness
option.AURORA_LAYERS=Aurora Layers
option.AURORA_LAYERS.comment=Curtain shells raymarched through the sky.
option.AURORA_SPEED=Aurora Drift Speed
option.AURORA_AMBIENT=Aurora Ground Wash
option.AURORA_AMBIENT.comment=How much aurora colour spills onto sky-lit ground.
option.AURORA_SNOW_SUPPRESS=Keep Snow Neutral
option.RAINBOWS=Rainbows
option.RAINBOW_STRENGTH=Rainbow Brightness
option.BIOME_ATMOSPHERE=Biome Atmosphere
option.BIOME_ATMOSPHERE.comment=Lets the biome you are standing in drive haze, fog density and fog colour.
option.BIOME_ATMOS_STRENGTH=Biome Atmosphere Strength
option.BIOME_ATMOS_STRENGTH.comment=How far each biome departs from the neutral look.
option.ATMOS_HAZE=Haze (Mie)
option.ATMOS_HAZE.comment=Amount of aerosol in the air.
option.ATMOS_OZONE=Ozone
option.ATMOS_OZONE.comment=Ozone absorbs without scattering. It is what keeps late twilight blue instead of letting it turn grey-brown.
option.ATMOS_ALTITUDE_SCALE=Altitude Exaggeration
option.MULTI_SCATTER_STRENGTH=Multiple Scattering
option.MULTI_SCATTER_STRENGTH.comment=Light that bounced more than once.
option.ATMOS_SKY_STEPS=Sky Quality

option.CLOUD_MODE=Clouds
option.CLOUD_TEMPORAL=Cloud Reprojection
option.CLOUD_TEMPORAL.comment=Spreads the cloud ray march over several frames instead of redoing it every frame.
option.CLOUD_STEPS=Cloud Quality
option.CLOUD_LIGHT_STEPS=Cloud Lighting Quality
option.CLOUD_COVERAGE=Cloud Coverage
option.CLOUD_VERTICAL_SCALE=Vertical Detail Scale
option.CLOUD_VERTICAL_SCALE.comment=How much of the noise volume the cloud layer spans vertically.
option.CLOUD_SHEAR=Billow Shear
option.CLOUD_SHEAR.comment=This is what turns a slab into stacked billowing lobes.
option.CLOUD_TYPE_BIAS=Cloud Type Bias
option.CLOUD_TYPE_BIAS.comment=Higher values give taller, more dramatic cauliflower tops.
option.CLOUD_DETAIL_STRENGTH=Detail Erosion
option.CLOUD_DETAIL_STRENGTH.comment=This is what turns smooth blobs into cauliflower florets.
option.EMISSIVE_ORES=Emissive Ores
option.EMISSIVE_ORE_STRENGTH=Ore Glow
option.EMISSIVE_ORE_STRENGTH.comment=How brightly ores glow.
option.EMISSIVE_FOLIAGE=Emissive Foliage
option.EMISSIVE_FOLIAGE.comment=Gives flowers a faint self-lit look so they stay visible at night.
option.EMISSIVE_FOLIAGE_STRENGTH=Foliage Glow
option.EMISSIVE_FOLIAGE_STRENGTH.comment=How brightly flowers glow.
option.CLOUD_NOISE_TEXTURE=Baked Cloud Noise
option.CLOUD_NOISE_DIM=Baked Noise Size
option.CLOUD_DETAIL_FREQ=Detail Scale
option.CLOUD_DETAIL_FREQ.comment=Size of the erosion detail.
option.CLOUD_ALTOCUMULUS=Altocumulus Layer
option.CLOUD_ALTOCUMULUS.comment=Second, higher deck of small puffy cloudlets above the main cumulus layer.
option.CLOUD_ALTOCUMULUS_AMOUNT=Altocumulus Amount
option.CLOUD_AC_THICKNESS=Altocumulus Thickness
option.CLOUD_LAYER_GAP=Layer Separation
option.CLOUD_LAYER_GAP.comment=Vertical gap between the cumulus tops and the altocumulus deck.
option.CLOUD_CIRRUS=Cirrus Layer
option.CLOUD_CIRRUS.comment=High wispy ice-cloud veil.
option.CLOUD_CIRRUS_AMOUNT=Cirrus Coverage
option.CLOUD_CIRRUS_DENSITY=Cirrus Opacity
option.CLOUD_CIRRUS_CURL=Cirrus Curl
option.CLOUD_CIRRUS_CURL.comment=Strength of the curl-noise warp that gives cirrus its swept, feathered streaks.
option.CLOUD_CIRRUS_GAP=Cirrus Height
option.CLOUD_SCATTER_OCTAVES=Multiple Scattering Octaves
option.CLOUD_SCATTER_OCTAVES.comment=More octaves let light bleed deeper through cloud bodies instead of leaving them flat and dark.
option.CLOUD_FADE_DIST=Cloud Draw Distance
option.CLOUD_FADE_DIST.comment=How far clouds are traced before they dissolve into the sky.
option.CLOUD_COVERAGE_SCALE=Cloud Spread
option.CLOUD_COVERAGE_SCALE.comment=Higher values break the layer into many separate clouds with sky between them and lower values merge them into continuous sheets.
option.CLOUD_COVERAGE_CONTRAST=Cloud Separation
option.CLOUD_COVERAGE_CONTRAST.comment=How sharply coverage swings between clear and cloudy across the map.
option.CLOUD_AMBIENT=Cloud Ambient
option.CLOUD_AMBIENT.comment=Skylight filling the shaded undersides.
option.CLOUD_SUN_GAIN=Cloud Sun Gain
option.CLOUD_SUN_GAIN.comment=Brightness of direct sunlight scattered out of the clouds.
option.CLOUD_SHADOWS=Cloud Shadows
option.CLOUD_SHADOWS.comment=Clouds cast moving shadows on the ground. Only direct sun and moonlight are dimmed, ambient sky light is unaffected, so shaded areas stay lit rather than going black.
option.CLOUD_SHADOW_STRENGTH=Cloud Shadow Strength
option.CLOUD_SHADOW_STRENGTH.comment=How dark cloud shadows get.
option.GOD_RAYS=God Rays
option.VL_STEPS=God Ray Quality
option.VL_STRENGTH=God Ray Strength
option.VL_COLORED_SHAFTS=Colored God Rays
option.VL_COLORED_SHAFTS.comment=Shafts of light take on the color of the stained glass or translucent block they pass through.
option.FOG_DENSITY=Fog Density
option.SKY_SATURATION=Sky Saturation
option.SKY_SATURATION.comment=Color saturation of the procedural Overworld sky.
option.CLOUD_ALTITUDE=Cloud Altitude
option.CLOUD_ALTITUDE.comment=Height of the cloud layer's lower boundary.
option.CLOUD_THICKNESS=Cloud Thickness
option.CLOUD_THICKNESS.comment=Vertical depth of the volumetric cloud layer.
option.CLOUD_SCALE=Cloud Feature Scale
option.CLOUD_SCALE.comment=World-to-noise scale. Lower values create larger cloud formations.
option.CLOUD_WIND_X=Wind X
option.CLOUD_WIND_Z=Wind Z
option.CLOUD_WIND_GUST=Wind Gusting
option.CLOUD_WIND_MEANDER=Wind Meander
option.CLOUD_SEED=Cloud Seed
option.CLOUD_SEED.comment=Change it if you want a different sky over the same world.
option.CLOUD_WEATHER_SPEED=Weather Change Rate
option.CLOUD_WEATHER_SPEED.comment=How fast the sky reinvents itself from one in-game day to the next.
option.CLOUD_DAILY_VARIANCE=Daily Coverage Swing
option.CLOUD_DRIFT_RANGE=Weather Drift
option.CLOUD_DRIFT_RANGE.comment=How far the cloud field wanders across the world as days pass.
option.CLOUD_WIND_Z.comment=Cloud travel and rainy foliage-gust direction along the world Z axis.
option.CLOUD_DENSITY=Cloud Optical Density
option.CLOUD_DENSITY.comment=Extinction within volumetric clouds; higher values make clouds denser and darker.
option.FOG_BASE=Base Fog Density
option.FOG_BASE.comment=Underlying world fog coefficient before the Fog Density control and weather multipliers.
option.FOG_RAIN_DENSITY=Rain Fog Density
option.FOG_RAIN_DENSITY.comment=How much rain thickens the fog.
option.FOG_HEIGHT_FALLOFF=Fog Height Falloff
option.FOG_HEIGHT_FALLOFF.comment=How quickly Overworld fog thins above ground level. 0 makes density height-independent.
option.VL_DISTANCE=God Ray Distance
option.VL_DISTANCE.comment=Maximum distance sampled by volumetric god rays.
option.VL_NEAR_BIAS=God Ray Near Detail
option.LPV_FOG_DISTANCE=Light Fog Distance
option.LPV_FOG_DISTANCE.comment=Maximum distance sampled for colored light fog.
option.LPV_FOG_DENSITY=Light Fog Density
option.LPV_FOG_DENSITY.comment=Base density of colored-light scattering in the air.

option.UNDERWATER_MOTES=Suspended Particles
option.MOTE_STRENGTH=Particle Brightness
option.MOTE_DENSITY=Particle Density
option.MOTE_DENSITY.comment=How much of the water carries visible sediment.
option.MOTE_LAYERS=Particle Layers
option.MOTE_LAYERS.comment=Depth slices sampled per pixel.
option.MOTE_DISTANCE=Particle Distance
option.MOTE_DISTANCE.comment=How far from the eye suspended particles are still drawn.
option.UNDERWATER_BUBBLES=Rising Bubbles
option.BUBBLE_STRENGTH=Bubble Brightness
option.BUBBLE_DENSITY=Bubble Density
option.BUBBLE_LAYERS=Bubble Layers
option.BUBBLE_LAYERS.comment=Depth slices sampled per pixel.
option.BUBBLE_DISTANCE=Bubble Distance
option.BUBBLE_RISE=Bubble Rise Speed

option.WATER_MODE=Water Mode
option.WATER_MODE.comment=Changes the look of the water waves.
option.WATER_WAVES=Water Waves
option.WATER_FOAM=Shoreline Foam
option.WATER_WHITECAPS=Wave Crest Foam
option.WATER_FOAM.comment=White foam where water meets land or shallow ground, breaking up the hard line the surface otherwise makes against terrain.
option.FOAM_WIDTH=Foam Width
option.FOAM_WIDTH.comment=How far from the waterline foam reaches, in blocks of water depth.
option.FOAM_STRENGTH=Foam Strength
option.WHITECAP_STRENGTH=Wave Crest Foam Strength
option.WATER_WAVE_INTENSITY=Wave Intensity
option.WATER_ABSORPTION=Water Absorption
option.WATER_OPACITY=Water Opacity
option.WATER_OPACITY.comment=Base surface opacity in shallow water; depth and grazing reflections increase it automatically.
option.REFLECTION_RAIN_DIM=Rain Reflection Dimming
option.REFLECTION_RAIN_DIM.comment=Darkens reflected sky while raining.
option.WATER_REFLECT_FLATTEN=Reflection Smoothness
option.WATER_REFLECT_FLATTEN.comment=How much the reflection ignores fine ripples.
option.VIGNETTE=Vignette
option.VIGNETTE.comment=Subtle darkening toward the corners of the screen.
option.VIGNETTE_STRENGTH=Vignette Strength
option.WATER_REFLECTION_MODE=Water Reflections
option.REFLECTION_MODE=Material Reflections
option.SSR_STEPS=Reflection Quality
option.WATER_COLOR_R=Water Tint Red
option.WATER_COLOR_G=Water Tint Green
option.WATER_COLOR_B=Water Tint Blue
option.WATER_COLOR_R.comment=Red component of the water scattering tint.
option.WATER_COLOR_G.comment=Green component of the water scattering tint.
option.WATER_COLOR_B.comment=Blue component of the water scattering tint.
option.WATER_ABSORB_R=Red Absorption
option.WATER_ABSORB_G=Green Absorption
option.WATER_ABSORB_B=Blue Absorption
option.WATER_ABSORB_R.comment=Rate at which red light is absorbed with underwater distance.
option.WATER_ABSORB_G.comment=Rate at which green light is absorbed with underwater distance.
option.WATER_ABSORB_B.comment=Rate at which blue light is absorbed with underwater distance.
option.WATER_SCATTER=Water Scattering
option.WATER_SCATTER.comment=Amount of haze and in-scattering added through deep water.
option.WATER_ROUGHNESS=Water Roughness
option.WATER_ROUGHNESS.comment=Surface micro-roughness used for reflected highlights.
option.WATER_FRESNEL=Water Reflectivity
option.WATER_FRESNEL.comment=Reflectance of the water surface when looked at head-on.
option.REFRACTION_INTENSITY=Refraction Strength
option.REFRACTION_INTENSITY.comment=Screen-space displacement produced by the water surface normal.
option.UNDERWATER_DISTORTION=Underwater Distortion
option.UNDERWATER_DISTORTION.comment=Strength of the refraction shimmer while submerged.
option.SUN_GLINT_RADIUS=Sun Glint Size
option.SUN_GLINT_RADIUS.comment=Angular radius used for sun highlights on glossy translucent surfaces.
option.WATER_GLINT_RADIUS=Water Glint Size
option.WATER_GLINT_RADIUS.comment=Angular radius of the mirrored sun disc on water.
option.WATER_GLINT_STRENGTH=Water Sun Glint
option.WATER_GLINT_STRENGTH.comment=HDR intensity of the direct sun reflection on water.

option.WATER_CAUSTICS=Caustics
option.WATER_CAUSTICS.comment=Focused light patterns cast onto anything the sun reaches through water.
option.CAUSTIC_STRENGTH=Caustic Contrast
option.CAUSTIC_STRENGTH.comment=Basically changes the strength of the caustics.
option.CAUSTIC_DEPTH=Caustic Focus Depth
option.CAUSTIC_DEPTH.comment=How far the refracted light is assumed to travel before it lands.
option.UNDERWATER_RAYS=Underwater Light Shafts
option.UNDERWATER_RAYS.comment=Banded sunbeams below the surface.
option.WATER_FLOW=Flowing Water
option.FLOW_SPEED=Flow Speed
option.WATER_RAIN_RIPPLES=Rain Ripples on Water
option.WATER_RAIN_RIPPLES.comment=Raindrop impact rings on exposed water.
option.RAIN_RIPPLE_STRENGTH=Rain Ripple Strength

option.SSR_ACCUMULATION=Reflection Accumulation
option.SSR_ACCUMULATION.comment=Averages screen-space reflections over several frames.
option.SSR_ACCUM_BLEND=Accumulation Blend
option.SSR_ACCUM_BLEND.comment=Weight given to previous frames.
option.SSR_ROUGH_LIMIT=Reflection Roughness Limit
option.SSR_ROUGH_LIMIT.comment=Roughest non-metal surface that still gets a traced reflection.
option.SSR_ADAPTIVE=Adaptive Reflection Rays
option.SSR_ADAPTIVE.comment=Spends the ray budget where it shows.
option.SSR_ADAPTIVE_FLOOR=Adaptive Ray Floor
option.SSR_ADAPTIVE_FLOOR.comment=Fraction of the full step count left to the roughest surface that still reflects.
option.SSR_REUSE_FRAMES=Reflection Ray Reuse
option.SSR_REUSE_FRAMES.comment=Traces a rough surface once every set number of frames.
option.SSR_REUSE_ROUGHNESS=Ray Reuse Threshold
option.SSR_REUSE_ROUGHNESS.comment=Roughness a surface must exceed before its rays may be reused.

option.RAIN_PUDDLES=Rain Puddles
option.RAIN_PUDDLES.comment=Darkens exposed ground when wet and forms reflective puddles on upward-facing surfaces.
option.RAIN_PUDDLE_REFLECTIONS=Puddle Reflections
option.RAIN_PUDDLE_REFLECTIONS.comment=Selects the reflection detail used by puddles. SSR cost the most but looks the best too.
option.PUDDLE_AMOUNT=Puddle Coverage
option.PUDDLE_AMOUNT.comment=Controls how much exposed, level ground can collect standing water.
option.WETNESS_DARKEN=Wet Surface Brightness
option.WETNESS_DARKEN.comment=Brightness retained by rain-darkened surfaces. Lower values make wet ground darker.
option.RAIN_SLANT=Rain Slant
option.RAIN_SLANT.comment=Strength of wind-driven sideways motion applied to rain streaks.
option.RAIN_TINT=Rain Blueness
option.RAIN_TINT.comment=How strongly falling rain is tinted blue.
option.RAIN_OPACITY=Rain Opacity
option.RAIN_OPACITY.comment=Visibility of rendered rain streaks.
option.RAIN_SHELTER=Overhang Shelter
option.RAIN_SHELTER.comment=How much an overhang keeps the ground beneath it dry.
option.SNOW_COVER=Snow Accumulation
option.SNOW_COVER.comment=Snow settles on exposed upward-facing surfaces in snowy biomes while it is snowing.
option.SNOW_AMOUNT=Snow Coverage
option.SNOW_AMOUNT.comment=How completely settled snow buries the surfaces underneath it.
option.SNOW_SPARKLE=Snow Sparkle
option.SNOW_SPARKLE.comment=View-dependent ice glints on nearby snow. Fades out with distance.
option.SNOW_FOG=Snow Haze
option.SNOW_FOG.comment=How much snowfall thickens and cools the distance haze.
option.THUNDER_FLASH=Lightning Flash
option.THUNDER_FLASH.comment=Lightning strikes light the world, the clouds and the fog around them.
option.THUNDER_STRENGTH=Lightning Brightness

option.PBR_MATERIALS=PBR Materials
option.PBR_MATERIALS.comment=LabPBR support: tangent-space normal maps, material AO, roughness, named and albedo metals, Fresnel reflections and emission.
option.PBR_NORMAL_FILTERING=Normal Map Filtering
option.PBR_NORMAL_FILTERING.comment=Reduces distant and grazing-angle normal-map shimmer without flattening nearby material detail.
option.PBR_SPECULAR_AA=Specular Anti-Aliasing
option.PBR_SPECULAR_AA.comment=Broadens unstable sub-pixel highlights to reduce sparkling and stair-stepped reflections.
option.POM=Parallax Occlusion Mapping
option.POM_SELF_SHADOWS=POM Self-Shadows
option.POM_SELF_SHADOWS.comment=Height maps cast directional detail shadows toward the current sun or moon.
option.POM_SAMPLES=POM Quality
option.POM_SHADOW_SAMPLES=POM Shadow Quality
option.POM_DEPTH=POM Depth
option.POM_MIN_LAYERS=POM Minimum Layers
option.POM_REFINE_STEPS=POM Refinements
option.POM_SUBPIXEL_SKIP=POM Subpixel Cutoff
option.WAVING_PLANTS=Waving Plants
option.DH_NOISE=LOD Terrain Noise
option.DH_NOISE.comment=Subtle world-anchored grain on Distant Horizons / Voxy LOD terrain, so flat LOD colors read like textured blocks. No effect without an LOD mod.
option.END_PORTAL_STYLE=End Portal Style
option.END_PORTAL_STYLE.comment=Visual style of the end portal surface. P.S. Void is the most subtle of them.
option.CRACK_STRENGTH=Block Crack Darkness
option.CRACK_STRENGTH.comment=How strongly the block-breaking overlay darkens the block.
option.SUBSURFACE_SCATTERING=Subsurface Scattering
option.SUBSURFACE_SCATTERING.comment=Light passing through thin surfaces.
option.SSS_STRENGTH=Subsurface Strength
option.SSS_STRENGTH.comment=How much light bleeds through translucent materials.
option.FOLIAGE_SSS=Foliage Thickness
option.FOLIAGE_SSS.comment=Assumed subsurface value for grass and leaves when the resource pack ships no SSS data. 0 trusts resource-pack values only.
option.POROSITY_WETNESS=Porosity Response
option.POROSITY_WETNESS.comment=How strongly the LabPBR porosity channel changes rain behaviour.
option.EMISSIVE_INFERENCE=Modded Emission
option.EMISSIVE_INFERENCE.comment=Infers emission from bright saturated pixels on unmapped blocks that carry strong block light.
option.EMISSIVE_INFERENCE_STRENGTH=Inferred Emission Strength
option.ANISOTROPIC_MATERIALS=Anisotropic Materials
option.ANISOTROPIC_MATERIALS.comment=Stretches highlights across brushed fallback metals.
option.ANISOTROPY_STRENGTH=Anisotropy Strength
option.CLEARCOAT_MATERIALS=Clearcoat Materials
option.CLEARCOAT_MATERIALS.comment=Adds a smooth dielectric layer to glass, ice, glazed terracotta and polished surfaces.
option.CLEARCOAT_STRENGTH=Clearcoat Strength
option.THIN_FILM=Thin-Film Iridescence
option.THIN_FILM.comment=Adds angle-dependent interference colour to coated obsidian and amethyst.
option.THIN_FILM_STRENGTH=Thin-Film Strength
option.ARMOR_GLINT=Enchantment Glint
option.ARMOR_GLINT.comment=The animated sheen on enchanted armor, tools and weapons. Turning this off leaves enchanted gear looking plain, but never discolors it.
option.GLINT_STRENGTH=Glint Strength
option.GLINT_STRENGTH.comment=Brightness of the enchantment sheen. 1.00 is close to vanilla; lower it if glint blows out under strong bloom.
option.PBR_GLINT_STRENGTH=PBR Sun Glint
option.PBR_GLINT_STRENGTH.comment=HDR intensity of direct sun highlights on smooth PBR and translucent materials.
option.PBR_NORMAL_FILTER_STRENGTH=Normal Filter Strength
option.PBR_SPECULAR_AA_STRENGTH=Specular AA Strength
option.PBR_HIGHLIGHT_COMPRESSION=Highlight Compression
option.PBR_HIGHLIGHT_COMPRESSION.comment=Softly limits isolated HDR material highlights while retaining their colour and shape.
option.PBR_AO_DEPTH=Material AO Depth
option.PBR_AO_DEPTH.comment=Deepens authored LabPBR crevices without increasing parallax displacement.
option.POM_SHADOW_STRENGTH=POM Shadow Strength
option.POM_SHADOW_STRENGTH.comment=Controls the depth of directional height-map occlusion.
option.WAVE_SPEED=Global Wave Speed
option.WAVE_SPEED.comment=Animation speed shared by water waves and waving vegetation.
option.WAVE_AMOUNT=Plant Wave Amount
option.WAVE_AMOUNT.comment=Displacement strength of waving grass, leaves and crops.

option.TONEMAP_OPERATOR=Tonemap
option.AUTO_EXPOSURE=Auto Exposure
option.AUTO_EXPOSURE.comment=Adapts brightness to the scene, so moving between a dark cave and daylight settles rather than clipping.
option.EXPOSURE_KEY=Exposure Target
option.EXPOSURE_MIN=Exposure Floor
option.EXPOSURE_MAX=Exposure Ceiling
option.EXPOSURE_MIN.comment=Lower limit on adaptation.
option.EXPOSURE_MAX.comment=Upper limit on adaptation.
option.EXPOSURE_SPEED_UP=Adapt Speed (Brightening)
option.EXPOSURE_SPEED_UP.comment=How fast the eye adjusts when the scene gets brighter.
option.EXPOSURE_SPEED_DOWN=Adapt Speed (Darkening)
option.EXPOSURE=Exposure
option.BLOOM=Bloom
option.BLOOM_STRENGTH=Bloom Strength
option.BLOOM_STRENGTH.comment=How much of the thresholded highlight pyramid is added back to the frame.
option.BLOOM_THRESHOLD=Bloom Threshold
option.BLOOM_THRESHOLD.comment=Brightness a pixel must reach before it blooms.
option.BLOOM_KNEE=Bloom Knee
option.BLOOM_KNEE.comment=Width of the soft ramp either side of the threshold.
option.AA_MODE=Anti-Aliasing
option.AA_MODE.comment=TAA + FXAA is recommended for general use: the FXAA pass cleans up edges that shimmer while TAA's history is rejected during movement. FXAA alone is cheapest (spatial only). SMAA is a spatial morphological filter with no temporal blur. TSMAA adds temporal accumulation on top of SMAA. Alpha-Tested AA is TAA plus morphological cleanup targeted at alpha-tested cutout/silhouette edges (foliage, fences, glass).
option.SHARPEN_MODE=Sharpening
option.SHARPEN_MODE.comment=CAS (AMD FidelityFX Contrast Adaptive Sharpening) sharpens more where local contrast is low and eases off on already-sharp edges. RCAS (Robust CAS, from FSR 1) is more conservative near noise and thin detail, and is the recommended pairing with TAA and upscaling (TAAU or FSR 1).
option.SHARPEN_STRENGTH=Sharpness
option.SHARPEN_STRENGTH.comment=Strength of CAS/RCAS sharpening. 0 disables the sharpen pass entirely.
option.WHITE_BALANCE=White Balance
option.SATURATION=Saturation
option.CONTRAST=Contrast
option.VIBRANCE=Vibrance
option.TAA_BLEND=TAA History Weight
option.TAA_BLEND.comment=Maximum contribution of reprojected history. Higher values are smoother but can ghost more.
option.TAA_CLIP_GAMMA=TAA Clip Width
option.TAA_CLIP_GAMMA.comment=Width of the native TAA neighborhood variance box. Lower values reject history more aggressively.
option.TAAU_OUTPUT_SHARPEN=TAAU Resolve Sharpness
option.TAAU_OUTPUT_SHARPEN.comment=Built-in anti-ringing sharpness applied by the temporal upscaler before post-process sharpening.
option.TAAU_CONFIDENCE_REJECTION=TAAU Sample Rejection
option.TAAU_CONFIDENCE_REJECTION.comment=How strongly low-confidence reconstruction samples favor accumulated history.
option.TAAU_FLICKER_REDUCTION=TAAU Flicker Reduction
option.TAAU_FLICKER_REDUCTION.comment=Reduces current-frame weight when valid history lies safely inside the neighborhood bounds.
option.TAAU_OFFCENTER_REJECTION=TAAU Off-Center Rejection
option.TAAU_OFFCENTER_REJECTION.comment=Rejects more history when its reprojected sample lies far from a texel center.
option.TAAU_MAX_AGE=TAAU Maximum History Age
option.TAAU_MAX_AGE.comment=Maximum number of frames used to build confidence in stable TAAU history.
option.TAAU_EMISSIVE_REACTIVE=Emissive Reactivity
option.TAAU_EMISSIVE_REACTIVE.comment=Minimum current-frame weight near emissive materials. Higher values reduce trails but increase shimmer.
option.TAAU_PORTAL_REACTIVE=Portal Reactivity
option.TAAU_PORTAL_REACTIVE.comment=Minimum current-frame weight around animated nether portals.
option.WATER_TAA_REACTIVE=Water Reactivity
option.WATER_TAA_REACTIVE.comment=Minimum current-frame weight on water.
option.SMAA_EDGE_THRESHOLD=SMAA Edge Threshold
option.SMAA_EDGE_THRESHOLD.comment=Minimum local contrast treated as an edge. Lower values catch more edges at greater cost and softness.
option.SMAA_SEARCH_STEPS=SMAA Search Distance
option.SMAA_SEARCH_STEPS.comment=Maximum edge length searched by the morphological anti-aliasing pass.
option.SMAA_STRENGTH=SMAA Blend Strength
option.SMAA_STRENGTH.comment=Strength of morphological edge blending.
option.DYNAMIC_TAA=Entity Ghost Reduction
option.DYNAMIC_TAA.comment=Rejects temporal history on mobs, players and other entities.
option.DYNAMIC_TAA_STRENGTH=Entity Ghost Reduction Strength
option.DYNAMIC_TAA_STRENGTH.comment=How much history is dropped at full disagreement.
option.DEPTH_OF_FIELD=Depth of Field
option.DOF_STRENGTH=Aperture
option.DOF_STRENGTH.comment=How fast blur grows away from the focus plane.
option.DOF_MAX_RADIUS=Maximum Blur Radius
option.DOF_SAMPLES=Depth of Field Samples
option.DOF_SAMPLES.comment=Taps per pixel in the bokeh gather.
option.DOF_AUTOFOCUS=Autofocus
option.DOF_AUTOFOCUS.comment=Focuses on whatever is at the centre of the screen, smoothed over about 1.6 seconds.
option.DOF_FOCUS=Manual Focus Distance
option.DOF_FOCUS.comment=Distance in blocks to the focus plane when autofocus is off.
option.DOF_SPYGLASS=Spyglass Override for DOF
option.MOTION_BLUR=Motion Blur
option.MOTION_BLUR.comment=Camera motion blur.
option.MOTION_BLUR_SHUTTER=Shutter Time
option.MOTION_BLUR_SHUTTER.comment=Simulated exposure time in seconds.
option.MOTION_BLUR_MAX=Maximum Blur Length
option.MOTION_BLUR_MAX.comment=Longest trail, as a fraction of the screen.
option.MOTION_BLUR_SAMPLES=Motion Blur Samples
option.MOTION_BLUR_SAMPLES.comment=Taps along the motion vector.
option.LENS_FLARE=Lens Flare & Sun Glare
option.LENS_FLARE.comment=Veil, iris ghosts, glints, halo rings and anamorphic streak along the sun's screen vector.
option.LENS_FLARE_STRENGTH=Flare Strength
option.LENS_GHOSTS=Ghost Count
option.LENS_GHOSTS.comment=Number of aperture ghosts spaced along the line from the sun through the screen centre.
option.LENS_ANAMORPHIC=Anamorphic Streak
option.LENS_ANAMORPHIC.comment=Horizontal streak through the sun.
option.LENS_DISPERSION=Chromatic Dispersion
option.LENS_DISPERSION.comment=How far each ghost drifts from the sun's own colour toward its dispersion tint.
option.CHROMATIC_ABERRATION=Chromatic Aberration
option.CHROMATIC_ABERRATION.comment=Radial red/blue separation that grows toward the corners and is zero at the centre.
option.CHROMATIC_STRENGTH=Aberration Strength
option.FILM_GRAIN=Film Grain
option.FILM_GRAIN.comment=Animated luminance-dependent grain, strongest in shadows where banding is most visible.
option.FILM_GRAIN_STRENGTH=Grain Strength
option.PURKINJE=Purkinje Shift
option.PURKINJE.comment=Below a certain scene brightness the cones stop responding and colour drains toward a blue-shifted grey.
option.PURKINJE_STRENGTH=Purkinje Strength
option.PURKINJE_ONSET=Purkinje Onset
option.PURKINJE_ONSET.comment=Scene luminance below which colour starts draining.
option.ATAA_DEPTH_EDGE=Alpha AA Depth Threshold
option.ATAA_DEPTH_EDGE.comment=Relative depth discontinuity required before Alpha-Tested AA applies morphological cleanup.

option.PERFORMANCE_MODE=Performance Mode
option.PERFORMANCE_MODE.comment=Scales expensive sample counts for clouds, god rays, AO, reflections and water waves.
option.UPSCALER=Upscaler
option.UPSCALER.comment=Renders clouds, ambient occlusion, fog, volumetric light and anti-aliasing at a reduced internal resolution, then upscales back to native. TAAU (recommended) reconstructs detail temporally across jittered frames — sharper than a spatial upscale once converged. It enables TAA automatically. FSR 1 (AMD FidelityFX Super Resolution) is a purely spatial edge-adaptive upscale (EASU) with no temporal component. Pair either with RCAS sharpening (Sharpness 0.8+ recommended). Tip: FSR 1 with the resolution slider at 100% drops a tiny bit of performance for a much cleaner-looking image.
option.UPSCALE_RES=Upscaler Resolution
option.UPSCALE_RES.comment=Internal render scale of the upscaled passes, as a percentage of the output resolution. Applies to whichever upscaler is active. TAAU reconstructs detail over time and stays usable far lower; for FSR 1 staying at 65% or above is recommended. 100% keeps native resolution (TAAU then acts as high-quality TAA). Tip: FSR 1 at 100% drops a tiny bit of performance for a much cleaner-looking image — EASU + RCAS act as a native-res image cleanup.
option.NETHER_FOG_GLOW=Nether Haze Glow
option.NETHER_FOG_GLOW.comment=How brightly Nether air glows around lava, fire and glowstone.
option.NETHER_VL_DISTANCE=Nether Haze Distance
option.NETHER_VL_DISTANCE.comment=How far the Nether's glowing haze is traced.
option.NETHER_VL_STEPS=Nether Haze Quality
option.NETHER_LPV_SCALE=Nether Colored Light
option.NETHER_LPV_SCALE.comment=Additional colored-light brightness multiplier used only in the Nether.
option.NETHER_FALLBACK_SCALE=Nether Vanilla Light
option.NETHER_FALLBACK_SCALE.comment=Additional fallback block-light multiplier used only in the Nether.
option.NETHER_PORTAL_BRIGHTNESS=Nether Portal Brightness
option.NETHER_PORTAL_BRIGHTNESS.comment=HDR emission intensity of animated nether portal surfaces.
option.NETHER_AMBIENT=Nether Ambient Light
option.NETHER_AMBIENT.comment=Brightness of directionally shaded Nether ambient light.
option.END_AMBIENT=End Ambient Light
option.END_AMBIENT.comment=Brightness of ambient and fog lighting in the End.
option.END_LIGHT=End Direct Light
option.END_LIGHT.comment=Brightness of direct lighting and shadows in the End.
option.DIMENSION_EXPOSURE=Nether & End Exposure
option.DIMENSION_EXPOSURE.comment=Additional final exposure multiplier shared by the Nether and End.
option.DEBUG_LPV=Colored-Light Debug
option.DEBUG_LPV.comment=Displays the sampled voxel lighting volume directly. Intended for shader development.
option.DEBUG_PBR=PBR Texture Debug
option.DEBUG_PBR.comment=Displays decoded normal/specular texture data. Intended for resource-pack and shader development.
suffix.UPSCALE_RES=%
suffix.CLOUD_ALTITUDE= blocks
suffix.CLOUD_THICKNESS= blocks
suffix.VL_DISTANCE= blocks
suffix.CONTACT_SHADOW_LENGTH= blocks
suffix.CONTACT_SHADOW_DISTANCE= blocks
suffix.LPV_FOG_DISTANCE= blocks
suffix.MOTE_DISTANCE= blocks
suffix.BUBBLE_DISTANCE= blocks

value.CLOUD_TEMPORAL.1=Off
value.CLOUD_TEMPORAL.2=Half rate
value.CLOUD_TEMPORAL.4=Quarter rate

value.NIGHT_SKY_MODE.0=Simple
value.NIGHT_SKY_MODE.1=Balanced
value.NIGHT_SKY_MODE.2=Fantasy

value.CLOUD_MODE.0=Off
value.CLOUD_MODE.1=2D
value.CLOUD_MODE.2=Volumetric
value.AO_MODE.0=Off
value.AO_MODE.1=SSAO
value.AO_MODE.2=GTAO
value.REFLECTION_MODE.0=Sky Only
value.REFLECTION_MODE.1=SSR
value.REFLECTION_MODE.2=High SSR
value.WATER_MODE.1=Classic
value.WATER_MODE.2=Calm
value.WATER_MODE.3=Choppy
value.WATER_REFLECTION_MODE.0=Sky Only
value.WATER_REFLECTION_MODE.1=Fast SSR
value.WATER_REFLECTION_MODE.2=Full SSR
value.RAIN_PUDDLE_REFLECTIONS.0=Sun & Moon Only
value.RAIN_PUDDLE_REFLECTIONS.1=Sky Only
value.RAIN_PUDDLE_REFLECTIONS.2=SSR
value.END_PORTAL_STYLE.0=Emerald
value.END_PORTAL_STYLE.1=Vibrant
value.END_PORTAL_STYLE.2=Deep Space
value.END_PORTAL_STYLE.3=Amethyst
value.END_PORTAL_STYLE.4=Void
value.TONEMAP_OPERATOR.0=AgX
value.TONEMAP_OPERATOR.1=ACES
value.TONEMAP_OPERATOR.2=Reinhard-Jodie
value.TONEMAP_OPERATOR.3=Uncharted 2
value.AA_MODE.0=Off
value.AA_MODE.1=FXAA
value.AA_MODE.2=TAA
value.AA_MODE.3=SMAA 1x
value.AA_MODE.4=TSMAA
value.AA_MODE.5=Alpha-Tested AA
value.AA_MODE.6=TAA + FXAA
value.SHARPEN_MODE.0=Off
value.SHARPEN_MODE.1=CAS
value.SHARPEN_MODE.2=RCAS
value.UPSCALER.0=Off
value.UPSCALER.1=TAAU
value.UPSCALER.2=FSR 1
value.PERFORMANCE_MODE.1=Off
value.PERFORMANCE_MODE.2=Low (3/4)
value.PERFORMANCE_MODE.3=Medium (1/2)
value.PERFORMANCE_MODE.4=High (1/4)
value.PERFORMANCE_MODE.5=Very High (1/6)
value.PERFORMANCE_MODE.6=Extreme (1/8)
value.PERFORMANCE_MODE.7=Overdrive (1/16)
value.WHITE_BALANCE.-1.00=Coolest
value.WHITE_BALANCE.0.00=Neutral
value.WHITE_BALANCE.1.00=Warmest

option.CLOUD_RES=Cloud Resolution
value.CLOUD_RES.1=Full
value.CLOUD_RES.2=Half
option.AO_RES=AO Resolution
value.AO_RES.1=Full
value.AO_RES.2=Half
option.HIZ_DEBUG=Hi-Z Debug View
value.HIZ_DEBUG.0=Off
option.POM_DEBUG=POM Debug View
option.POM_DEBUG.comment=Shows what the parallax search is actually spending.
value.POM_DEBUG.0=Off
value.POM_DEBUG.1=Layer count
value.POM_DEBUG.2=Subpixel skip
option.SSR_TRACER=SSR Tracer
value.SSR_TRACER.1=Linear
value.SSR_TRACER.2=Hierarchical
