# en_US.lang
# Post-Processing Overhaul

option.RENDER_SCALE=Render Scale
value.RENDER_SCALE.0.33=Ultra Performance
value.RENDER_SCALE.0.5=Performance
value.RENDER_SCALE.0.59=Balanced
value.RENDER_SCALE.0.67=Quality
value.RENDER_SCALE.0.77=Ultra Quality
value.RENDER_SCALE.1.0=Native

option.UPSCALE_MODE=Upscale Method
value.UPSCALE_MODE.0=TAA
value.UPSCALE_MODE.1=TAAU
value.UPSCALE_MODE.2=Lanczos-2

option.TAA_JITTER_SCALE=TAA Jitter Amount

option.TAA_SHARPNESS=Image Sharpening

option.BLOOM_STRENGTH=Bloom Strength
option.BLOOM_STRENGTH.comment=Controls the brightness and intensity of the soft-knee bloom glow around light sources.

option.AUTO_EXPOSURE=Auto Exposure
option.AUTO_EXPOSURE.comment=Enables dynamic camera-like eye adaptation, automatically adjusting exposure when transitioning between dark caves and bright skylines.
option.EXPOSURE=Exposure Bias
option.EXPOSURE.comment=Manual exposure multiplier. Acts as a base brightness level for the entire scene.
option.AUTO_EXPOSURE_TARGET=Exposure Target
option.AUTO_EXPOSURE_TARGET.comment=The brightness level the auto-exposure tries to achieve. Higher values result in a brighter image.
option.AUTO_EXPOSURE_SPEED=Exposure Speed
option.AUTO_EXPOSURE_SPEED.comment=How fast the eye adapts to changes in light.
option.AUTO_EXPOSURE_CENTER_WEIGHT=Center Weighting
option.AUTO_EXPOSURE_CENTER_WEIGHT.comment=How much the center of the screen affects the auto-exposure compared to the edges. Higher values prioritize the player's focus area.
option.AUTO_EXPOSURE_MIN=Min Exposure
option.AUTO_EXPOSURE_MIN.comment=The lowest possible exposure level (prevents the image from getting too dark in extremely bright areas).
option.AUTO_EXPOSURE_MAX=Max Exposure
option.AUTO_EXPOSURE_MAX.comment=The highest possible exposure level (prevents the image from getting too bright in extremely dark areas).

option.TONEMAP_OPERATOR=Tonemapper
value.TONEMAP_OPERATOR.0=ACES Filmic
value.TONEMAP_OPERATOR.1=Timothy Lottes
value.TONEMAP_OPERATOR.2=Reinhard-Jodie
value.TONEMAP_OPERATOR.3=Uncharted 2
value.TONEMAP_OPERATOR.4=Original Serie
option.TONEMAP_OPERATOR.comment=Choose the filmic curve algorithm for mapping HDR colors down to the LDR display space.

option.COLOR_CONTRAST=Contrast
option.COLOR_CONTRAST.comment=Adjusts the dynamic luminance separation of the image. Higher values increase depth and dramatic punch.

option.COLOR_SATURATION=Saturation
option.COLOR_SATURATION.comment=Controls the vibrant saturation levels of the scene.

option.COLOR_TEMP=Color Temperature
option.COLOR_TEMP.comment=Shifts color temperature. Negative values introduce cooler blue tones, positive values add warmer golden-hour amber tones.

option.VIGNETTE=Cinematic Vignette
option.VIGNETTE.comment=Applies a subtle darkening around the edges of the viewport to create a professional photographic lens effect.

option.GI_DEBUG_VIEW=GI Debug View
option.GI_DEBUG_VIEW.comment=Outputs the raw/denoised GI buffer directly to the screen to visualize the indirect light reaching the surfaces.

option.PT_RASTER_AMBIENT_FLOOR=Raster Ambient Floor
option.PT_RASTER_AMBIENT_FLOOR.comment=Adds a small neutral floor only where path-traced GI is nearly black, without injecting sky or block lightmap color. Higher values reduce dark unfilled samples indoors; 0 is pure path-traced indirect.


option.VOXEL_DISTANCE=Voxelization Distance
option.VOXEL_DISTANCE.comment=Horizontal radius (in chunks) of the path-tracing voxel volume. Also sets the shadow/voxelization distance. Bigger = GI from further away, but more VRAM and slower voxelization. 12 chunks is a good balance.
value.VOXEL_DISTANCE.8=8 chunks (34 MB)
value.VOXEL_DISTANCE.12=12 chunks (76 MB)
value.VOXEL_DISTANCE.16=16 chunks (134 MB)
value.VOXEL_DISTANCE.24=24 chunks (302 MB)
value.VOXEL_DISTANCE.32=32 chunks (537 MB)

option.VOXEL_SHAPES=Sub-Block Voxel Shapes
option.VOXEL_SHAPES.comment=Voxelize slabs, stairs, fences, walls, doors, trapdoors, carpets, torches etc. with their real shape (small box intersections inside the hit voxel) instead of excluding them from GI entirely. Slab floors/roofs occlude correctly and torches stop casting full-block shadows. Tiny cost, only paid where rays meet shaped blocks.

option.GI_BOUNCE_SHADOWMAP=Shadow-Map Bounce Sun
option.GI_BOUNCE_SHADOWMAP.comment=Resolve sunlight visibility at GI bounce surfaces from the shadow map (one fetch) instead of marching a long voxel ray. Faster AND catches sub-block geometry the voxels miss. Disable only for debugging.

option.RESTIR_CHECKERBOARD=Checkerboard Tracing
option.RESTIR_CHECKERBOARD.comment=Trace new GI candidate rays on half the pixels each frame; the rest reuse their temporal reservoir. Big speedup for a small convergence-speed cost. Disocclusions always trace.

option.RESTIR_SCREEN_BOUNCE=Screen Bounce
option.RESTIR_SCREEN_BOUNCE.comment=Use previous-frame HDR scene reprojection as secondary-bounce radiance. Can improve multi-bounce richness, but may feed denoised history back into ReSTIR and create blotches in dim areas.

option.SVGF_ADAPTIVE_SKIP=Adaptive Wide-Pass Skip
option.SVGF_ADAPTIVE_SKIP.comment=Skip the widest denoiser blur passes on pixels that are already converged (low variance). Saves time without touching noisy areas.

option.SVGF_SKIP_REL=Skip Threshold
option.SVGF_SKIP_REL.comment=Relative noise level below which the wide denoiser passes are skipped. Higher = faster but may leave subtle low-frequency blotches.

option.SVGF_VAR_HISTNORM=Convergence-Aware Sharpening
option.SVGF_VAR_HISTNORM.comment=Tightens the denoiser's luminance gate as temporal history accumulates, so converged areas keep fine GI detail while fresh/disoccluded areas still get the full blur.

option.SVGF_MIN_LUMA_SIGMA=Denoise Floor
option.SVGF_MIN_LUMA_SIGMA.comment=Minimum luminance tolerance after convergence-aware sharpening. Higher removes residual speckle and checker patterning; lower preserves sharper indirect-light detail.

# Atmosphere & Sky Settings
screen.Atmosphere=Atmosphere & Sky
screen.Atmosphere.comment=Configure physical atmosphere density, scattering, and illuminance coefficients.

option.SKY_LUT_STEPS=Sky Integration Steps
option.SKY_LUT_STEPS.comment=Number of uniform raymarching steps for the Sky-View precomputation. Lower is faster; higher yields smoother horizons (reduces elevation banding).

option.SUN_ILLUMINANCE=Sun Illuminance
option.SUN_ILLUMINANCE.comment=Physical intensity of the sun light term inside the atmospheric scattering solver.

option.MOON_ILLUMINANCE=Moon Illuminance
option.MOON_ILLUMINANCE.comment=Physical intensity of the moon light term inside the atmospheric scattering solver.

option.MIE_G=Mie Asymmetry (G)
option.MIE_G.comment=Governs forward-scattering sharpness. Higher values concentrate Mie glow closer to the sun disk, creating a sharper, brighter solar halo.

option.RAYLEIGH_SCATTER_R=Rayleigh Scatter (Red)
option.RAYLEIGH_SCATTER_R.comment=Scattering coefficient for red light wavelengths. Controls the warm amber/sunset hues of the atmosphere.

option.RAYLEIGH_SCATTER_G=Rayleigh Scatter (Green)
option.RAYLEIGH_SCATTER_G.comment=Scattering coefficient for green light wavelengths.

option.RAYLEIGH_SCATTER_B=Rayleigh Scatter (Blue)
option.RAYLEIGH_SCATTER_B.comment=Scattering coefficient for blue light wavelengths. Controls the deep blue daytime zenith of the sky.

option.MIE_SCATTER_R=Mie Scatter (Red)
option.MIE_SCATTER_R.comment=Aerosol/dust scattering coefficient for red light. Governs sunset horizon haze coloration.

option.MIE_SCATTER_G=Mie Scatter (Green)
option.MIE_SCATTER_G.comment=Aerosol/dust scattering coefficient for green light.

option.MIE_SCATTER_B=Mie Scatter (Blue)
option.MIE_SCATTER_B.comment=Aerosol/dust scattering coefficient for blue light.

option.OZONE_PEAK=Ozone Peak Concentration
option.OZONE_PEAK.comment=Peak ozone concentration level in the stratosphere. Governs the purple/blue transition bands during twilight.

# Volumetric Light
screen.Volumetric-Light=Volumetric Light
screen.Volumetric-Light.comment=Configure dithered raymarching steps, intensity, and time-of-day multipliers for volumetric light and god rays.

option.VOLUMETRIC_LIGHT=Volumetric Light
option.VOLUMETRIC_LIGHT.comment=Enables shadowmap-aware volumetric atmospheric lighting (crepuscular god rays).

option.VL_STEPS=Volumetric Steps
option.VL_STEPS.comment=Controls the number of raymarching steps. Higher values yield smoother and sharper rays but reduce performance.

option.VL_INTENSITY=Volumetric Intensity
option.VL_INTENSITY.comment=Base intensity and brightness multiplier of volumetric god rays.

option.VL_NOON_STRENGTH=Noon VL Multiplier
option.VL_NOON_STRENGTH.comment=Multiplier for volumetric light strength when the sun is high in the sky (midday).

option.VL_SUN_RISE_SET_STRENGTH=Sunrise/Sunset VL Multiplier
option.VL_SUN_RISE_SET_STRENGTH.comment=Multiplier for volumetric light strength during sunrise and sunset (golden hour).

option.VL_NIGHT_STRENGTH=Night VL Multiplier
option.VL_NIGHT_STRENGTH.comment=Multiplier for volumetric light strength during the night (using moonlight crepuscular rays).

option.AO_GTAO=Screen-Space GTAO
option.AO_GTAO.comment=Ground-truth ambient occlusion computed from the depth buffer at pixel granularity. Decoupled from the voxel path tracer: catches stairs, slabs and decoration contact shading the block-resolution rays could not, at no voxel-trace cost.
option.GTAO_SLICES=GTAO Slices
option.GTAO_SLICES.comment=Horizon slices evaluated per pixel per frame. The slice angle rotates each frame, so temporal accumulation fills in the rest; 2 is a good balance.
option.GTAO_STEPS=GTAO Steps
option.GTAO_STEPS.comment=Horizon-march samples per slice side. More steps catch occluders at more distances within the AO radius.
option.GTAO_RADIUS=GTAO Radius
option.GTAO_RADIUS.comment=World-space ambient occlusion radius in blocks. Short keeps it as tight contact shading; long darkens larger cavities.
