#shaders/lang/en_us.lang

#Profiles
profile.POTATO=§aPotato
profile.VERYLOW=§aVery Low
profile.LOW=§aLow
profile.MEDIUM=§aMedium
profile.HIGH=§eHigh (Default)
profile.VERYHIGH=§cVery High
profile.ULTRA=§4§lUltra
profile.COMPLEMENTARY=§4§l§n§oComplementary
profile.comment=Shader profiles change performance settings with the most optimised visual fidelity to performance ratio. §e[*]§r It's recommended to use one of these profiles for your settings unless you know what you are doing. §e[*]§r All affected settings can all be found in the "Performance Settings" or the "Rethinking Voxels Settings" menu.

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

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

option.info1=How to get more performance
value.info1.0=
option.info1.comment=Performance is a complex topic in Minecraft because it gets affected by so many things, but you can try these:. Reduce your render distance, ideally it should be between 6 and 16 for almost every device. Reduce the "Profile" shader setting, these have been carefully tested for the best visual/performance ratio. More information will be added later.

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

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

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

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

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

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

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

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

option.info10=Credits
value.info10.0=
option.info10.comment=EminGT: The main developer of Complementary. Capt Tatsu: Developer of BSL Shaders, his generosity is what made Complementary possible in the first place. Special Thanks: IMS212, sp614x, Chocapic13, Robobo1221, SixthSurge, null511, fayer3, catlikecoding, Builderb0y, Jessie, SpacEagle17, isuewo, flytrap

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

screen.WATER_COLOR_SETTINGS=Water Surface Color

screen.UNDERWATER_COLOR_SETTINGS=Underwater Color

screen.WATER_WAVE_SETTINGS=Waving Water Normals §e[*]§r
screen.WATER_WAVE_SETTINGS.comment=Settings to customise the surface-direction waves (normals) seen on water. §e[*]§r These settings only work when the Water Style is set to "Reimagined + Waves" or "Unbound".

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

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

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

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

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

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

screen.RT_SETTINGS=Raytracing settings

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

screen.VX_WORLD=Other Effects

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

option.CLOUD_QUALITY=Cloud Quality
option.CLOUD_QUALITY.comment=Adjusts the lighting, detail, and sample quality of Reimagined/Unbound cloud styles. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles.
value.CLOUD_QUALITY.0=§aOFF
value.CLOUD_QUALITY.1=§aLow
value.CLOUD_QUALITY.2=§eMedium
value.CLOUD_QUALITY.3=§cHigh

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

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

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

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

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

option.BORDER_FOG=Border Fog
option.BORDER_FOG.comment=Intense fog on the edges of the loaded world to hide chunk borders. §e[*]§r It's recommended to disable Border Fog when playing with less than 8 chunks of render distance.

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

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

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

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

option.LIGHTSHAFT_BEHAVIOUR=Light Shaft Mode
option.LIGHTSHAFT_BEHAVIOUR.comment=Determines the behaviour of light shafts. §a[+]§r Scene Aware Light Shafts automatically transition between regular and extreme modes to provide the best results. §c[-]§r Extreme mode is not recommended for general gameplay, and it can severely impact performance.
value.LIGHTSHAFT_BEHAVIOUR.0=§cOFF
value.LIGHTSHAFT_BEHAVIOUR.1=Scene Aware §a[+]
value.LIGHTSHAFT_BEHAVIOUR.2=Regular
value.LIGHTSHAFT_BEHAVIOUR.3=Extreme §c[-]

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

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

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

option.CLOUD_STYLE_DEFINE=Cloud Style
option.CLOUD_STYLE_DEFINE.comment=Determines the style of clouds. §e[*]§r "Default Style" means that the setting will be automatically determined by the "Visual Style" setting in the main menu of Shader Options. §e[*]§r The "Vanilla" style requires clouds to be enabled in Video Settings.
value.CLOUD_STYLE_DEFINE.-1=Default Style
value.CLOUD_STYLE_DEFINE.0=§cOFF
value.CLOUD_STYLE_DEFINE.1=Reimagined
value.CLOUD_STYLE_DEFINE.3=Unbound
value.CLOUD_STYLE_DEFINE.50=Vanilla §e[*]

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

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

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

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

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

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

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

option.CLOUD_UNBOUND_RAIN_ADD=Rain Cloud Addition
option.CLOUD_UNBOUND_RAIN_ADD.comment=Adjusts the cloud amount increase that gets applied during rain/snow.
prefix.CLOUD_UNBOUND_RAIN_ADD=+

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

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

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

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

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

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

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

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

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

option.TM_WHITE_CURVE=White Brightness
option.TM_WHITE_CURVE.comment=Also known as "Tonemap White Curve". Adjusts how easily the colors reach to full white.

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

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

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

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

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

option.WATER_STYLE_DEFINE=Water Style
option.WATER_STYLE_DEFINE.comment=Determines the style of water. §e[*]§r "Default Style" means that the setting will be automatically determined by the "Visual Style" setting in the main menu of Shader Options.
value.WATER_STYLE_DEFINE.-1=Default Style
value.WATER_STYLE_DEFINE.1=Reimagined
value.WATER_STYLE_DEFINE.2=Reimagined + Waves
value.WATER_STYLE_DEFINE.3=Unbound

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

option.SUN_ANGLE=Sun/Moon Angle
option.SUN_ANGLE.comment=Adjusts the angle of sun/moon relative to the world during noon. §a[+]§r Reimagined's lighting model is specially designed to make the "0" sun angle work just as well as others.
value.SUN_ANGLE.-1=Default Style
value.SUN_ANGLE.0=0 §r(§bReimagined§r)
value.SUN_ANGLE.-40=-40 §r(§dUnbound§r)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

option.SNOWY_WORLD=Snowy World
option.SNOWY_WORLD.comment=Makes the entire world covered with snow.

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

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

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

option.MINIMUM_LIGHT_MODE=Cave Lighting
option.MINIMUM_LIGHT_MODE.comment=Adds extra lighting to areas that don't have skylight. §a[+]§r "Default" option determines the lighting according to the "Brightness" slider in Video Settings. §c[-]§r Drastically changing this setting can break the lighting balance.
value.MINIMUM_LIGHT_MODE.0=Very Dark
value.MINIMUM_LIGHT_MODE.1=Dark
value.MINIMUM_LIGHT_MODE.2=Default §a[+]
value.MINIMUM_LIGHT_MODE.3=Bright
value.MINIMUM_LIGHT_MODE.4=Very Bright
value.MINIMUM_LIGHT_MODE.5=Ultra Bright §c[-]
value.MINIMUM_LIGHT_MODE.6=Extreme Bright §c[-]

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

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

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

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

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

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

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

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

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

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

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

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

option.EMISSIVE_EMERALD_BLOCK=Glowing Emerald Block

option.EMISSIVE_REDSTONE_BLOCK=Glowing Redstone Block

option.EMISSIVE_LAPIS_BLOCK=Glowing Lapis Lazuli Block

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

option.XLIGHT_I=Blocklight Intensity

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

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

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

option.BLOCKLIGHT_RESOLUTION=Blocklight Resolution
option.BLOCKLIGHT_RESOLUTION.comment=Changes the internal resolution at which block light is rendered. §e[*]§r Lower values are better for performance.
value.BLOCKLIGHT_RESOLUTION.1=1
value.BLOCKLIGHT_RESOLUTION.2=0.5
value.BLOCKLIGHT_RESOLUTION.3=0.33
value.BLOCKLIGHT_RESOLUTION.4=0.25
value.BLOCKLIGHT_RESOLUTION.6=0.17
value.BLOCKLIGHT_RESOLUTION.8=0.13
value.BLOCKLIGHT_RESOLUTION.10=0.1

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

option.VOXEL_RT_REFLECTIONS=World-Space Reflections
option.VOXEL_RT_REFLECTIONS.comment=Allows things that aren't visible on the screen to be reflected by other things. §e[*]§r High performance impact.

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

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

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

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

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

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

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

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

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

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

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


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

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

option.GI_AMBIENT_MIN=GI Ambient Brightness
option.GI_AMBIENT_MIN.comment=When Global Illumination is enabled, incrases the brightness of shadows to be closer to vanilla Minecraft lighting.

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

option.RT_STEPS=Raytracing Step Count
option.RT_STEPS.comment=Adjusts the maximum amount of steps the raytracing algorithm will do before giving up. Low values can cause raytracing operations to incorrectly return occlusion if large portions of the ray are close to objects.

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

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

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


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