Flesh Dimension now has spooky
ihfr:the_carnage < this dimension now uses the Spooklementary_1.1 nether shaders. this was surprisingly easy. will have to manually adjust settings via hard-coding them in
This commit is contained in:
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#shaders/lang/en_us.lang
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||||
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#Profiles
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profile.POTATO=§4Potato
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profile.VERYLOW=§6Very Low
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profile.LOW=§eLow
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profile.MEDIUM=§aMedium
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profile.HIGH=§bHigh (Default)
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profile.VERYHIGH=§9Very High
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profile.ULTRA=§dUltra
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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" menu.
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|
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#Information
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screen.INFORMATION=Information
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screen.INFORMATION.comment=This section contains buttons that only exist to provide information.
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option.info0=§bHover your mouse on a button
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value.info0.0=
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option.info0.comment=This section contains buttons that only exist to provide information.
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|
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option.info1=How to get more performance
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value.info1.0=
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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.
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option.info2=What are the best settings
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value.info2.0=
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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!
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option.info3=What is Profile or Visual Style
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value.info3.0=
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option.info3.comment="Profile" setting changes the setting founds 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.
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option.info4=What is RP Support
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value.info4.0=
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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.
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option.info5=How to fix mod issues
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value.info5.0=
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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
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option.info6=
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value.info6.0=
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option.info6.comment=
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option.info7=
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value.info7.0=
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option.info7.comment=
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option.info8=How to join the community
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value.info8.0=
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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
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option.info9=How to support Complementary
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value.info9.0=
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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
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option.info10=Credits
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value.info10.0=
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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
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#Style
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option.SHADER_STYLE=Visual Style
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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.
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value.SHADER_STYLE.1=§bReimagined
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value.SHADER_STYLE.4=§dUnbound
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#Screens
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screen.PERFORMANCE_SETTINGS=§ePerformance Settings§r
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screen.PERFORMANCE_SETTINGS.comment=Settings that directly relate to the performance, and get changed by the different shader profiles.
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screen.ATMOSPHERE_SETTINGS=Atmosphere
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screen.ATMOSPHERE_SETTINGS.comment=Settings that relate to the atmosphere.
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screen.ATM_COLOR_SETTINGS=Atmosphere Color Multipliers
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screen.ATM_COLOR_SETTINGS.comment=Enables customization of atmosphere colors that are mostly seen in the sky and fog.
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screen.MORNING_ATM_MULTS=Sunrise/Sunset Time
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screen.NOON_ATM_MULTS=Noon Time
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screen.NIGHT_ATM_MULTS=Night Time
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screen.RAIN_ATM_MULTS=Rainy/Snowy Weather
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screen.NETHER_ATM_MULTS=The Nether Dimension
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screen.END_ATM_MULTS=The End Dimension
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screen.CLOUD_SETTINGS=Clouds
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screen.CLOUD_SETTINGS.comment=Settings that relate to the clouds.
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screen.CLOUD_UNBOUND_SETTINGS=Unbound Cloud Settings
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screen.CLOUD_REIMAGINED_SETTINGS=Reimagined Cloud Settings
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screen.FOG_SETTINGS=Fog
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screen.FOG_SETTINGS.comment=Settings that relate to the various types of fog.
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screen.NETHER_SETTINGS=The Nether Dimension
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screen.NETHER_SETTINGS.comment=Settings that relate to the Nether dimension.
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|
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screen.CAMERA_SETTINGS=Camera
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screen.CAMERA_SETTINGS.comment=Settings that relate to the view/camera.
|
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|
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screen.TONEMAP_SETTINGS=Color Balance
|
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screen.TONEMAP_SETTINGS.comment=Settings that determine the color balance of the visuals.
|
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|
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screen.COLORGRADING_SETTINGS=Color Grading
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screen.COLORGRADING_SETTINGS.comment=Settings to mix up the final color channels.
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|
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screen.WORLD_BLUR_SETTINGS=World Blur
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screen.WORLD_BLUR_SETTINGS.comment=Settings that relate to fancy world blurring effects.
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|
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screen.MATERIAL_SETTINGS=Materials
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screen.MATERIAL_SETTINGS.comment=Settings that are related to the materials of Minecraft.
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|
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screen.IPBR_SETTINGS=Integrated Materials
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screen.IPBR_SETTINGS.comment=Settings that are related to the features of IntegratedPBR+.
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|
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screen.GLOWING_ORE_SETTINGS=Glowing Ores
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screen.GLOWING_ORE_SETTINGS.comment=Settings to adjust emission of ore blocks.
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screen.GLOWING_STUFF_SETTINGS=Glowing Stuff
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screen.GLOWING_STUFF_SETTINGS.comment=Settings to adjust emission of miscellaneous blocks.
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screen.OTHER_IPBR_SETTINGS=Other
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screen.OTHER_IPBR_SETTINGS.comment=Miscellaneous IntegratedPBR+ settings.
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screen.CUSTOM_PBR_SETTINGS=labPBR/seuspbr Materials
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screen.CUSTOM_PBR_SETTINGS.comment=Settings that are related to the features of labPBR/seuspbr.
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screen.LIGHTING_SETTINGS=Lighting
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screen.LIGHTING_SETTINGS.comment=Settings that are related to lighting.
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screen.LIGHT_COLOR_SETTINGS=Lighting Color Multipliers
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screen.LIGHT_COLOR_SETTINGS.comment=Enables customization of lighting colors that are seen on all surfaces.
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screen.MORNING_LIGHT_MULTS=Sunrise/Sunset Time
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screen.NOON_LIGHT_MULTS=Noon Time
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screen.NIGHT_LIGHT_MULTS=Night Time
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screen.RAIN_LIGHT_MULTS=Rainy/Snowy Weather
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screen.NETHER_LIGHT_MULTS=The Nether Dimension
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screen.END_LIGHT_MULTS=The End Dimension
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|
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screen.BLOCKLIGHT_COLOR_SETTINGS=Blocklight Color
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screen.BLOCKLIGHT_COLOR_SETTINGS.comment=Settings to adjust the color emited from light source blocks.
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screen.MOON_PHASE_INF_SETTINGS=Moon Phase Influence
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screen.MOON_PHASE_INF_SETTINGS.comment=Settings to determine how different moon phases affect the night lighting.
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screen.WATER_SETTINGS=Water
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screen.WATER_SETTINGS.comment=Settings that are about water.
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screen.WATER_COLOR_SETTINGS=Water Surface Color
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screen.UNDERWATER_COLOR_SETTINGS=Underwater Color
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screen.WATER_WAVE_SETTINGS=Waving Water Normals §e[*]§r
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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".
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screen.WAVING_SETTINGS=Waving Textures
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screen.WAVING_SETTINGS.comment=Settings that are about waving textures.
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screen.OTHER_SETTINGS=Other
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screen.OTHER_SETTINGS.comment=Settings that don't fit into any other category.
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screen.SELECT_OUTLINE_SETTINGS=Selection Outline
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screen.SELECT_OUTLINE_SETTINGS.comment=Settings that change the block selection outline.
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screen.WORLD_OUTLINE_SETTINGS=World Outline
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screen.WORLD_OUTLINE_SETTINGS.comment=Settings that are about optional outline effects.
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screen.SPOOKY_SETTINGS=Spooklementary Settings
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screen.EYES_SETTINGS=Eyes Settings
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screen.BLOOD_MOON_SETTINGS=Blood Moon Settings
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#Settings
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option.RP_MODE=RP Support
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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.
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value.RP_MODE.0=§aBasic
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value.RP_MODE.1=§bIntegrated PBR+
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value.RP_MODE.2=§eseuspbr (RP Required)
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value.RP_MODE.3=§elabPBR (RP Required)
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option.WATER_QUALITY=Water Material Quality
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option.WATER_QUALITY.comment=Adjusts the visual quality of water. §bHigh§r: Enables water refraction and allows for more detail on wavy water styles. §aMedium§r: Default. §eLow§r: No edge foaming, no fancy alpha, no varying color intensity, no surface shadows, and no wave parallax.
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value.WATER_QUALITY.1=§eLow
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value.WATER_QUALITY.2=§aMedium
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value.WATER_QUALITY.3=§bHigh
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option.WATER_REFLECT_QUALITY=Water Reflection Quality
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option.WATER_REFLECT_QUALITY.comment=Adjusts the visual quality of reflections that appear on translucents. §aMedium§r: Screenspace ray-traced reflections on water and translucents. §4Potato§r: Replaces water and translucent reflections with a faster method, may look incorrect in some situations. §cOFF§r: No reflections.
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value.WATER_REFLECT_QUALITY.0=§cOFF
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value.WATER_REFLECT_QUALITY.1=§4Potato
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value.WATER_REFLECT_QUALITY.2=§aMedium
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option.BLOCK_REFLECT_QUALITY=Block Reflection Quality §e[*]§r
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option.BLOCK_REFLECT_QUALITY.comment=Adjusts the visual quality of reflections that appear on solid materials. §bHigh§r: Sun/moon highlights + smoother specular reflections using a temporal filter. §aMedium§r: Sun/moon highlights + specular reflections. §eLow§r: Sun/moon highlights only. §e[*]§r RP Support option must be set to anything but Basic for any specular reflections to appear.
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value.BLOCK_REFLECT_QUALITY.0=§cOFF
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value.BLOCK_REFLECT_QUALITY.1=§eLow
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value.BLOCK_REFLECT_QUALITY.2=§aMedium
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value.BLOCK_REFLECT_QUALITY.3=§bHigh
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option.REALTIME_SHADOWS=Real-Time Shadows
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option.REALTIME_SHADOWS.comment=Enables traditional shadows that move depending on the terrain and sun/moon angle. §e[*]§r Disabling this option will cause Light Shafts to not work, and will stop other shadow options from doing anything
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value.REALTIME_SHADOWS.true=§bON
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value.REALTIME_SHADOWS.false=§cOFF
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option.SHADOW_QUALITY=Shadow Sample Quality
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||||
option.SHADOW_QUALITY.comment=Adjusts the quality of shadows. Every tier further reduces the shadow noise artifacts, and options lower than §bHigh§r enable optimised shadows on leaves; meanwhile the §6Very Low§r option significantly downgrades shadows in multiple ways.
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value.SHADOW_QUALITY.0=§6Very Low
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||||
value.SHADOW_QUALITY.1=§eLow
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||||
value.SHADOW_QUALITY.2=§aMedium
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||||
value.SHADOW_QUALITY.3=§bHigh
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value.SHADOW_QUALITY.4=§9Very High
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value.SHADOW_QUALITY.5=§dUltra
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||||
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option.LIGHTSHAFT_QUALI_DEFINE=Light Shaft Quality
|
||||
option.LIGHTSHAFT_QUALI_DEFINE.comment=Adjusts the quality of light shafts. Every tier further reduces the light shaft noise artifacts.
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||||
value.LIGHTSHAFT_QUALI_DEFINE.0=§cOFF
|
||||
value.LIGHTSHAFT_QUALI_DEFINE.1=§eLow
|
||||
value.LIGHTSHAFT_QUALI_DEFINE.2=§aMedium
|
||||
value.LIGHTSHAFT_QUALI_DEFINE.3=§bHigh
|
||||
value.LIGHTSHAFT_QUALI_DEFINE.4=§9Very High
|
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|
||||
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. §c[-]§r Lower values may cause excessive Light Shaft leaking.
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value.shadowDistance.64.0=§e4 Chunks §c[-]
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value.shadowDistance.80.0=§e5 Chunks §c[-]
|
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value.shadowDistance.96.0=§e6 Chunks §c[-]
|
||||
value.shadowDistance.112.0=§e7 Chunks §c[-]
|
||||
value.shadowDistance.128.0=§a8 Chunks
|
||||
value.shadowDistance.160.0=§a10 Chunks
|
||||
value.shadowDistance.192.0=§b12 Chunks
|
||||
value.shadowDistance.224.0=§b14 Chunks
|
||||
value.shadowDistance.256.0=§b16 Chunks
|
||||
value.shadowDistance.320.0=§d20 Chunks
|
||||
value.shadowDistance.384.0=§d24 Chunks
|
||||
value.shadowDistance.512.0=§d32 Chunks
|
||||
value.shadowDistance.768.0=§d48 Chunks
|
||||
value.shadowDistance.1024.0=§d64 Chunks
|
||||
|
||||
option.ENTITY_SHADOWS=Entity Shadows
|
||||
option.ENTITY_SHADOWS.comment=Enables the ability for entities and block entities to cast shadows.
|
||||
value.ENTITY_SHADOWS.true=§dON
|
||||
value.ENTITY_SHADOWS.false=§eOFF
|
||||
|
||||
option.DETAIL_QUALITY=Detail Quality
|
||||
option.DETAIL_QUALITY.comment=Adjusts several small things that affect performance. Adjust the quality of: TAA, lighting tweaks, Night Nebula, Nether Storm, Ender Beams.
|
||||
value.DETAIL_QUALITY.0=§4Potato
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||||
value.DETAIL_QUALITY.2=§aMedium
|
||||
value.DETAIL_QUALITY.3=§bHigh
|
||||
|
||||
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.
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||||
value.CLOUD_QUALITY.0=§cOFF
|
||||
value.CLOUD_QUALITY.1=§eLow
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||||
value.CLOUD_QUALITY.2=§aMedium
|
||||
value.CLOUD_QUALITY.3=§bHigh
|
||||
|
||||
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=§cOFF
|
||||
value.SSAO_QUALI_DEFINE.2=§aMedium
|
||||
value.SSAO_QUALI_DEFINE.3=§bHigh
|
||||
value.SSAO_QUALI_DEFINE.5=§dUltra
|
||||
|
||||
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".
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||||
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_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 treated as disabled if "Real-Time Shadows" are also disabled.
|
||||
|
||||
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_UNBOUND_AMOUNT=Cloud Amount
|
||||
option.CLOUD_UNBOUND_AMOUNT.comment=Adjusts the amount of Unbound clouds.
|
||||
|
||||
option.CLOUD_UNBOUND_SIZE_MULT=Cloud Size
|
||||
option.CLOUD_UNBOUND_SIZE_MULT.comment=Adjusts the size of Unbound clouds. Higher values produce smaller clouds.
|
||||
|
||||
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_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 the Water Quality is set to "High" or above, 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 the Water Material Quality is set to Medium or above.
|
||||
|
||||
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.
|
||||
|
||||
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.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.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.WEATHER_TEX_OPACITY=Weather Texture Opacity
|
||||
option.WEATHER_TEX_OPACITY.comment=Adjusts the opacity of the rainfall/snowfall weather textures.
|
||||
|
||||
option.PIXEL_SHADOW=Pixelated Shadows
|
||||
option.PIXEL_SHADOW.comment=Modifies the world coordinates on a grid to make shadows pixelated. §e[*]§r This setting does not affect performance.
|
||||
value.PIXEL_SHADOW.0=OFF
|
||||
value.PIXEL_SHADOW.8=8x8 §e[*]
|
||||
value.PIXEL_SHADOW.16=16x16 §e[*]
|
||||
value.PIXEL_SHADOW.32=32x32 §e[*]
|
||||
value.PIXEL_SHADOW.64=64x64 §e[*]
|
||||
value.PIXEL_SHADOW.128=128x128 §e[*]
|
||||
|
||||
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.FXAA=Anti-Aliasing (FXAA)
|
||||
option.FXAA.comment=Enables Fast Approximate Anti-Aliasing (FXAA), which is basically an effect that produces smoother image.
|
||||
value.FXAA.true=§aON
|
||||
value.FXAA.false=§eOFF
|
||||
|
||||
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.6=6 §c[-]
|
||||
value.IMAGE_SHARPENING.7=7 §c[-]
|
||||
value.IMAGE_SHARPENING.8=8 §c[-]
|
||||
value.IMAGE_SHARPENING.9=9 §c[-]
|
||||
value.IMAGE_SHARPENING.10=10 §c[-]
|
||||
|
||||
option.LENSFLARE=Lens Flare
|
||||
option.LENSFLARE.comment=Adds camera lens reflection effect when towards the sun or moon. §c[-]§r This effect can severely impact performance.
|
||||
|
||||
option.LENSFLARE_I=Lens Flare Intensity
|
||||
option.LENSFLARE_I.comment=Adjusts the strength of the Lens Flare effect.
|
||||
|
||||
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[-] 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.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 Iris because of a Sodium bug. §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=Better Visibility Inside Lava
|
||||
option.LESS_LAVA_FOG.comment=Reduces the lava fog to improve visibility inside lava.
|
||||
|
||||
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.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.
|
||||
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
|
||||
|
||||
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.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_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.
|
||||
value.HELD_LIGHTING_MODE.0=§cOFF
|
||||
value.HELD_LIGHTING_MODE.1=Subtle
|
||||
value.HELD_LIGHTING_MODE.2=Normal
|
||||
|
||||
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_FOLIAGE=Waving Foliage
|
||||
option.WAVING_FOLIAGE.comment=Adds movement to 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_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.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.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. §e[*]§r RP Support option must be set to anything but Basic, and Block Reflection Quality must be set to Medium or above. §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_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_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.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.EYES=Eyes
|
||||
option.EYE_FREQUENCY=Eye Frequency
|
||||
option.EYE_SPEED=Eye Speed
|
||||
option.EYE_RED_PROBABILITY=Red Eyes Probability
|
||||
option.BLOOD_MOON=Blood Mood
|
||||
value.BLOOD_MOON.0=Off
|
||||
value.BLOOD_MOON.1=On - Full Moon
|
||||
value.BLOOD_MOON.2=On - Every Night
|
||||
option.EMISSIVE_BLOOD_MOON_FLOWERS=Emissive Blood Moon Flowers
|
Reference in New Issue
Block a user