#shaders/lang/en_us.lang #Profiles profile.POTATO=Performance: §aPotato profile.VERYLOW=Performance: §aVery Low profile.LOW=Performance: §aLow profile.MEDIUM=Performance: §aMedium profile.HIGH=Performance: §eHigh (Default) profile.VERYHIGH=Performance: §cVery High profile.ULTRA=Performance: §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" menu. #Information screen.INFORMATION=Information screen.INFORMATION.comment=This section contains buttons that only exist to provide information. screen.INFORMATION2=Complementary Information screen.INFORMATION2.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 "Set by 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=What are yellow settings value.info5.0= option.info5.comment=A setting with a yellow name means that the setting impacts performance by a measurable amount despite not being in the "Performance Settings" category. If enabling it results in a red option text, it means that the performance cost is very high. 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, gri573, FoZy-STYLE, plazmal option.info11=§dWhat is Euphoria Patches value.info11.0= option.info11.comment=Euphoria Patches is an add-on for Complementary Shaders, developed by SpacEagle17. It aims to extend Complementary with more optional handcrafted features and settings. option.info12=Euphoria Patches Settings value.info12.0= option.info12.comment=All Euphoria options are disabled by default and the user can decide what to enable. Under the Popular Settings category one can find the most popular Euphoria Patches features. Countless other settings exist and more get added with each update, have fun tinkering around! option.info13=Euphoria Mod Support value.info13.0= option.info13.comment=Euphoria Patches aims to better support modded blocks than regular Complementary by having default modded block support (check block.properties). Light Source detection with automatic applied emission. Foliage model detection with automatically applied SSS. option.info14=Join the community value.info14.0= option.info14.comment=Join the Euphoria Patches Discord server for question, a fun community, and to stay up-to-date with the latest news. §d§l§neuphoriapatches.com/discord option.info15=Euphoria Patches Credits value.info15.0= option.info15.comment=The entire credits can be found at §deuphoriapatches.com/credits§r. isuewo - Former co-developer of Euphoria Patches. EminGT: The main developer of Complementary. Capt Tatsu, gri573, FoZy STYLE, JoKerTech, SixthSurge, WoMspace (aka Sasha), Septonious, fayer3, Xonk, Memokii, dragoncat, TheNukeLore, dbrighthd, Surisen (Ruri), Acer (Alex), Folox_, Helgust. option.info16=§d§nHow to support Euphoria Patches value.info16.0= option.info16.comment=You can support Euphoria Patches by being curious about new updates and sharing it with people, but you can also directly support SpacEagle17 on Patreon or Ko-Fi and access Exclusive Beta Versions. §d§l§neuphoriapatches.com/support option.info17=Beta Version: SpacEagle17 Patreon value.info17.0= option.info17.comment=You can support SpacEagle17 on Patreon or Ko-Fi and access exclusive development versions. §d§l§neuphoriapatches.com/support option.info18=For Complementary r5.8 value.info18.0= option.info18.comment=Thank you for Installing Euphoria Patches :) option.info19=§aNEW UPDATE value.info19.0=§cX.Y.Z §r->§a X.Y.Z option.info19.comment=A new version of the EuphoriaPatcher Mod is available. Download it from Modrinth: https://euphoriapatches.com/download. option.info20= value.info20.0=§aeuphoriapatches.com/download option.info20.comment=A new version of the EuphoriaPatcher Mod is available. Download it from Modrinth: https://euphoriapatches.com/download. option.info21=Frequently Asked Questions value.info21.0= option.info21.comment=Check out the FAQ page to find answers to common questions. §d§l§neuphoriapatches.com/faq option.info22=§dMore Settings via Scrolling value.info22.0= option.info22.comment=On big GUI sizes it is possible that some settings are hidden, scrolling down will reveal them. #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.END_SETTINGS=The End Dimension screen.END_SETTINGS.comment=Settings that relate to the End 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.TAA_SETTINGS=Temporal Filter Settings screen.TAA_SETTINGS.comment=Settings to determine the behaviour of temporal anti aliasing. 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 §e[*]§r screen.BLOCKLIGHT_SETTINGS.comment=Settings to adjust the lighting emitted from light source blocks. §e[*]§r The red/green/blue color settings won't affect most lights if the Advanced Color Tracing setting is enabled. 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.ACT_FEATURES_SETTINGS=ACT Exclusive Features §e[*]§r screen.ACT_FEATURES_SETTINGS.comment=Settings that are about features exclusive to Advanced Color Tracing. §e[*]§r These features only work if Advanced Color Tracing is on 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. #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. 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 + advanced 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. value.BLOCK_REFLECT_QUALITY.0=§aOFF value.BLOCK_REFLECT_QUALITY.1=§eLow 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, §eLow§r and §eVery Low§r use simpler shadow filtering, §eVery Low§r also disables colored shadows, §aOFF§r completely disables shadows and light shafts. §e[*]§r This setting is internally limited at "Low" if you disable the Temporal Filter or enable the Pixelated Shadows setting. 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=§cHigh 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 noise artifacts. §e[*]§r "Real-Time Shadows" setting must be set to anything but OFF for light shafts to work. §e[*]§r This setting also controls the quality of End Beams, with the exception that the "OFF" option is treated as "Low". 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. §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_SHADOW=Entity Shadows option.ENTITY_SHADOW.comment=Enables shadows cast from entities and block entities. "Regular Entities" include things like animals and monsters, while the "Full" option also includes block entities like chests. §c[-]§r Entity Shadows impact performance way more than expected, costing more than 50% of your fps in some cases. value.ENTITY_SHADOW.-1=§aOFF value.ENTITY_SHADOW.1=§cRegular Entities value.ENTITY_SHADOW.2=§4§k-§r§4§l§n§oFull§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, sky effect reflections, rain puddle accuracy, waving effect, motion blur 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.COLORED_LIGHTING=Advanced Color Tracing §e[*]§r option.COLORED_LIGHTING.comment=Complementary Shaders Feature. Uses voxelization and floodfill lighting to add color to blocklight, alongside introducing some new lights. §e[*]§r This feature only works on Iris and supported platforms. §e[*]§r This setting will be disabled if "Real-Time Shadows" is OFF. §a[+]§r The Advanced Color Tracing system also enables some other features which you can individually enable/disable in the "Other" -> "ACT Features" menu. §c[-]§r High chunk values for this effect impact performance way more than expected, each increment can cost more than twice the performance of the previous tier. §c[-]§r Colored lighting can produce some light color leaking issues when dealing with non-full blocks or modded blocks. value.COLORED_LIGHTING.0=§aOFF value.COLORED_LIGHTING.128=§c4 Chunks value.COLORED_LIGHTING.192=§c6 Chunks value.COLORED_LIGHTING.256=§4§l8 Chunks value.COLORED_LIGHTING.384=§4§l12 Chunks value.COLORED_LIGHTING.512=§4§l§n§o16 Chunks value.COLORED_LIGHTING.768=§4§l§n§o24 Chunks §r§c[-] value.COLORED_LIGHTING.1024=§4§k-§r§4§l§n§o32 Chunks§r§4§k- §r§c[-] option.WORLD_SPACE_REFLECTIONS=World-Space Reflections §e[*]§r option.WORLD_SPACE_REFLECTIONS.comment=Calculates reflections in world-space rather than screen-space. §c[-]§r Likely breaks with modded blocks. §e[*]§r This feature only works if Advanced Color Tracing is on in Performance Settings and your system supports it. §e[*]§r The maximum distance of this effect depends on the Advanced Color Tracing distance, but it is internally capped at 16 chunks for technical reasons. §c[-]§r This effect can severely impact performance especially with higher Advanced Color Tracing distances. §c[-]§r World-space reflections can have several types of issues with mods or resource packs. value.WORLD_SPACE_REFLECTIONS.-1=§aOFF value.WORLD_SPACE_REFLECTIONS.1=§4§l§n§oON option.WORLD_SPACE_REF_MODE=WSR Mode §e[*]§r option.WORLD_SPACE_REF_MODE.comment=Determines the operation mode of world-space reflections. §e[*]§r The "WSR Only" mode is good for eliminating all screen-space reflection artifacts as it only shows the world-space reflections, but the "WSR + SSR" mode is better for getting more total detail in the reflections as screen-space reflections have access to all the details that are on the screen without being limited to blocks or a set distance. value.WORLD_SPACE_REF_MODE.1=WSR Only value.WORLD_SPACE_REF_MODE.2=WSR + SSR option.WORLD_SPACE_PLAYER_REF=WS Player Reflections option.WORLD_SPACE_PLAYER_REF.comment=Makes the current player's own player model reflected inside world-space reflections. value.WORLD_SPACE_PLAYER_REF.-1=OFF value.WORLD_SPACE_PLAYER_REF.1=ON 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=OFF 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=OFF 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=OFF value.LIGHTSHAFT_BEHAVIOUR.1=Scene Aware §a[+] value.LIGHTSHAFT_BEHAVIOUR.2=Regular value.LIGHTSHAFT_BEHAVIOUR.3=Extreme §c[-] option.LIGHTSHAFT_SMOKE=§eLight Shaft Smoke§r option.LIGHTSHAFT_SMOKE.comment=Adds volumetric smoke to the light shafts. §c[-]§r This effect can severely 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.LIGHTSHAFT_SUNSET_SATURATION=Light Shaft Sunset Color option.LIGHTSHAFT_SUNSET_SATURATION.comment=Adjusts the extra color saturation given to the color of light shafts at sunrise and sunset times. Higher values are going to produce a red-ish orange, while lower values are going to shift it towards yellow. option.CLOUD_STYLE_DEFINE=Cloud Style option.CLOUD_STYLE_DEFINE.comment=Determines the style of clouds. §e[*]§r "Set by 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=Set by Style value.CLOUD_STYLE_DEFINE.0=OFF 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 §e[*]§r option.CLOUD_ALT1.comment=Determines the world height which the clouds will appear at. §e[*]§r This setting can be internally increased or decreased depending on your dimension settings and mods. §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 §c[-]§r option.CLOUD_UNBOUND_SIZE_MULT.comment=Adjusts the size of Unbound clouds. Higher values produce smaller clouds. §c[-]§r Changing this setting will disable the "sync clouds between players in the same server" feature of Complementary. 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=§eNether Storm§r 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=§eNether View Limit§r 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.END_BEAM_INTENSITY=End Beams Intensity option.END_BEAM_INTENSITY.comment=Adjusts the brightness of the beams seen in the End dimension. option.END_STAR_INTENSITY=End Stars Intensity option.END_STAR_INTENSITY.comment=Adjusts the brightness of the stars seen in the End dimension. option.END_FLASHES=End Flashes option.END_FLASHES.comment=Enables support for the "End flash" environmental feature that was added in Minecraft 1.21.9. The intensity of the flashes in the sky are directly tied to the intensity of End Beams. option.END_BEAM_CENTER_ALT=End Beams Center Altitude option.END_BEAM_CENTER_ALT.comment=Adjusts the altitude the End Beams will be centered at the y-level of the world. option.END_BEAM_HEIGHT=End Beams Height option.END_BEAM_HEIGHT.comment=Adjusts the physical tallness of the End Beams. option.TM_EXPOSURE=General Brightness option.TM_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.TM_CONTRAST=General Contrast option.TM_CONTRAST.comment=Adjusts the darkness of dark colors and brightness of bright 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.TM_DARK_DESATURATION=Darkness Desaturation option.TM_DARK_DESATURATION.comment=Adjusts the amount of color-dulling effect that is going to be applied to darker areas. option.TM_WHITE_PATH=White Reachability option.TM_WHITE_PATH.comment=Adjusts how easy brighter colors reach to white. 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 "Set by 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=Set by 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=Set by Style value.SUN_ANGLE.60=60 value.SUN_ANGLE.55=55 value.SUN_ANGLE.50=50 value.SUN_ANGLE.45=45 value.SUN_ANGLE.40=40 value.SUN_ANGLE.35=35 value.SUN_ANGLE.30=30 value.SUN_ANGLE.25=25 value.SUN_ANGLE.20=20 value.SUN_ANGLE.15=15 value.SUN_ANGLE.10=10 value.SUN_ANGLE.5=5 value.SUN_ANGLE.0=0 §r(§bReimagined§r) value.SUN_ANGLE.-5=-5 value.SUN_ANGLE.-10=-10 value.SUN_ANGLE.-15=-15 value.SUN_ANGLE.-20=-20 value.SUN_ANGLE.-25=-25 value.SUN_ANGLE.-30=-30 value.SUN_ANGLE.-35=-35 value.SUN_ANGLE.-40=-40 §r(§dUnbound§r) value.SUN_ANGLE.-45=-45 value.SUN_ANGLE.-50=-50 value.SUN_ANGLE.-55=-55 value.SUN_ANGLE.-60=-60 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=Set by 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. §e[*]§r option.SUN_MOON_DURING_RAIN.comment=Determines if the sun and moon will be visible during rain or not. §e[*]§r This setting also changes the balance of lighting during rain. option.IMPROVED_RAIN_DEFINE=Improved Weather Textures option.IMPROVED_RAIN_DEFINE.comment=Enables improved weather texture handling that allows for better colors and also fixes the Minecraft bug where rain/snow isn't visible behind colored or modified glass. value.IMPROVED_RAIN_DEFINE.0=OFF value.IMPROVED_RAIN_DEFINE.1=ON 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.0=Off value.NIGHT_STAR_AMOUNT.1=Low value.NIGHT_STAR_AMOUNT.2=Medium value.NIGHT_STAR_AMOUNT.3=High value.NIGHT_STAR_AMOUNT.4=Very 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.RAINBOW_STYLE_DEFINE=Rainbow Style option.RAINBOW_STYLE_DEFINE.comment=Determines the style of rainbows. §e[*]§r "Set by Style" means that the setting will be automatically determined by the "Visual Style" setting in the main menu of Shader Options. value.RAINBOW_STYLE_DEFINE.-1=Set by Style value.RAINBOW_STYLE_DEFINE.1=Reimagined value.RAINBOW_STYLE_DEFINE.4=Unbound 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=Set by Style value.AURORA_STYLE_DEFINE.0=OFF value.AURORA_STYLE_DEFINE.1=Reimagined value.AURORA_STYLE_DEFINE.2=Unbound option.AURORA_CONDITION=Aurora C. option.AURORA_CONDITION.comment=Aurora Condition setting 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.-1=Always Except New Moon 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_NEBULAE=§eNight Nebulae§r option.NIGHT_NEBULAE.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 value.NIGHT_NEBULAE.-1=OFF value.NIGHT_NEBULAE.1=§eON 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=§eShadow Smoothing§r 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=§aVery Smooth value.SHADOW_SMOOTHING.3=§aSmooth value.SHADOW_SMOOTHING.2=§cSharp [-] value.SHADOW_SMOOTHING.1=§cVery Sharp [-] 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.BLOOM_ENABLED=§eBloom§r option.BLOOM_ENABLED.comment=Enables blurry glow from bright objects and humidity. §c[-]§r This effect can impact performance. value.BLOOM_ENABLED.-1=OFF value.BLOOM_ENABLED.1=§eON 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=§eLens Flare§r 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=§cSun Only value.LENSFLARE_MODE.2=§cSun & Moon option.LENSFLARE_I=Lens Flare Intensity option.LENSFLARE_I.comment=Adjusts the strength of the Lens Flare effect. option.TAA_MODE=§eTemporal Filtering§r option.TAA_MODE.comment=Enables temporal anti aliasing which helps smooth out grainy effects, improves performance by reducing the sample counts of some heavier effects, and can reduce aliasing with the right settings. §c[-]§r: Turning this off will cause worse performance and worse effect quality. value.TAA_MODE.0=§cOFF [-] value.TAA_MODE.1=ON §a[+] option.TAA_SMOOTHING=Temporal Smoothing option.TAA_SMOOTHING.comment=Adjusts the amount of smoothing that the Temporal Filter will apply. Higher values produce a blurrier image but reduce flickering and graining. The difference won't be noticeable when standing still. value.TAA_SMOOTHING.2=Low value.TAA_SMOOTHING.3=Medium value.TAA_SMOOTHING.4=High option.TAA_JITTER=Temporal Jitter §e[*]§r option.TAA_JITTER.comment=Jittering helps the Temporal Filter to better anti-aliase the image, but has some drawbacks. §e[*]§r Higher values will improve anti-aliasing, but will also cause a lot of flickering and blur at the same time. §e[*]§r High Temporal Smoothing is recommended with Full jitter. §c[-]§r Turning jitter off will eliminate anti-aliasing benefits. value.TAA_JITTER.0=OFF §c[-] value.TAA_JITTER.1=Low value.TAA_JITTER.2=Medium value.TAA_JITTER.3=Full §e[*] option.TAA_MOVEMENT_IMPROVEMENT_FILTER=Catmull-Rom Sampling option.TAA_MOVEMENT_IMPROVEMENT_FILTER.comment=Reduces the blurriness of Temporal Filter by using a more advanced sampling method. value.TAA_MOVEMENT_IMPROVEMENT_FILTER.0=OFF §c[-] value.TAA_MOVEMENT_IMPROVEMENT_FILTER.1=ON option.FXAA_STRENGTH=FXAA Strength option.FXAA_STRENGTH.comment=Adjusts the intensity of the FXAA effect. Higher values will produce better anti-aliasing at the cost of a blurrier image. value.FXAA_STRENGTH.-1=OFF option.FXAA_TAA_INTERACTION=Reduce FXAA While Moving option.FXAA_TAA_INTERACTION.comment=Reduces the strength of FXAA when the camera is moving. Higher values produce a sharper image but also produce more flickering. value.FXAA_TAA_INTERACTION.0=OFF value.FXAA_TAA_INTERACTION.2=20 value.FXAA_TAA_INTERACTION.4=40 value.FXAA_TAA_INTERACTION.6=60 value.FXAA_TAA_INTERACTION.8=80 value.FXAA_TAA_INTERACTION.10=100 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_BLUR_EFFECT=§eMotion Blur§r option.MOTION_BLUR_EFFECT.comment=Applies blur to the image when moving the camera. §c[-]§r This effect can impact performance. value.MOTION_BLUR_EFFECT.-1=OFF value.MOTION_BLUR_EFFECT.1=§eON option.MOTION_BLURRING_STRENGTH=Motion Blur Strength option.MOTION_BLURRING_STRENGTH.comment=Adjusts the intensity of motion blur. option.WORLD_BLUR=§eWorld Blur§r 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=§aOFF value.WORLD_BLUR.1=§cDistance Blur value.WORLD_BLUR.2=§cDepth 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_COMPAT_MODE_DEFINE=IPBR+ Compatibility Mode option.IPBR_COMPAT_MODE_DEFINE.comment=Changes how some IPBR+ features are calculated to be less aggressive in order to cause less problems with resource packs, or mods. 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.MIRROR_TINTED_GLASS=Mirror-like Tinted Glass option.MIRROR_TINTED_GLASS.comment=Increases the reflectiveness and opacity of Tinted Glass blocks. Enable World-Space Reflections for best results. option.MORE_REFLECTIVE_DISTANT_GLASS=More Reflective Distant Glass option.MORE_REFLECTIVE_DISTANT_GLASS.comment=Increases the reflectiveness and opacity of distant glass to make buildings with glass windows look nicer. option.HIDE_ARMOR=Hide Armor §e[*]§r option.HIDE_ARMOR.comment=Hides the armor and elytra worn by the player or all entities. Elytra is only shown while flying. §e[*]§r This setting only works on Iris. §e[*]§r The "On Main Player" option can look messy if other entities wearing armor get very close to the main player. value.HIDE_ARMOR.0=OFF value.HIDE_ARMOR.1=On Main Player §e[*]§r value.HIDE_ARMOR.2=On All Entities 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.CAVE_LIGHTING=Cave Lighting Multiplier option.CAVE_LIGHTING.comment=Adds extra lighting to areas that don't have skylight. §e[*]§r Cave lighting is also affected by the "Brightness" slider in Video Settings. §c[-]§r Drastically changing this setting can break the lighting balance. 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+. §e[*]§r Can look wonky with some resource packs or mods that feature non-standard resolution textures. 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+. §e[*]§r Can look wonky with some resource packs or mods that feature non-standard resolution textures. option.ENTITY_GN_AND_CT=Allow GN & 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.GENERATED_NORMAL_RES=Generated Normal Resolution option.GENERATED_NORMAL_RES.comment=Adjusts the resolution/size of auto-generated bumpy details on surfaces. §e[*]§r Note that the GN resolution also depends on each texture's own resolution, which means that resource packs or mods can mess up the resolution of GN on different blocks. option.GENERATED_NORMAL_ENTITY_MULT=Gen. Normals on Entities option.GENERATED_NORMAL_ENTITY_MULT.comment=Adjusts the strength of auto-generated bumpy details on entities. value.GENERATED_NORMAL_ENTITY_MULT.0=Default 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 "Set By Style" 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=OFF value.GLOWING_ORE_MASTER.1=Set By Style 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=OFF value.GLOWING_AMETHYST.1=Crystal value.GLOWING_AMETHYST.2=Crystal & Block option.GLOWING_LICHEN=Glowing Glow Lichen value.GLOWING_LICHEN.0=OFF 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=§eParallax Occlusion Mapping§r 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=§ePOM Quality§r 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=§ePOM Distance§r 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=§ePOM 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=§eDirectional Blocklight§r 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=OFF 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=§eWaving Rain Multiplier§r 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 §c[-]§r option.WAVING_LILY_PAD.comment=Adds movement to lily pads and frogspawn to simulate impact from water waves. §c[-]§r This causes lily pads on waterlogged blocks to become invisible option.WAVING_WATER_VERTEX=Waving Water Height 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.REFLECTION_RES=§eReflection Resolution§r option.REFLECTION_RES.comment=Changes the resolution of PBR reflections on blocks (and the world-space reflections if you have that setting enabled) to gain performance. §c[-]§r "Full" resolution reflections can impact performance way more than expected in some situations. §e[*]§r This feature does not work on Optifine. value.REFLECTION_RES.1.0=§4§l§n§oFull value.REFLECTION_RES.0.5=§aHalf option.WORLD_OUTLINE=§eWorld Outline§r option.WORLD_OUTLINE.comment=Adds bright outlines around blocks. §c[-]§r This effect can impact performance. option.WORLD_OUTLINE_THICKNESS=§eWorld Outline Thickness§r 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.WORLD_OUTLINE_SCALED=Distance Scaled World Outline option.WORLD_OUTLINE_SCALED.comment=Makes the size of world outline scale according to distance. option.DARK_OUTLINE=§eDark Outline§r option.DARK_OUTLINE.comment=Adds dark outlines around blocks. §c[-]§r This effect can impact performance. option.DARK_OUTLINE_THICKNESS=§eDark Outline Thickness§r option.DARK_OUTLINE_THICKNESS.comment=Determines the thickness of the Dark Outline effect. §c[-]§r Increasing this setting can impact performance. option.RAIN_PUDDLES=§eRain Puddles§r option.RAIN_PUDDLES.comment=Adds water puddles to the terrain during rain. §c[-]§r Rain puddles can severely impact performance. value.RAIN_PUDDLES.0=§aOFF value.RAIN_PUDDLES.1=§cPuddles in Rain value.RAIN_PUDDLES.2=§cFull Coverage in Rain value.RAIN_PUDDLES.3=§cPuddles Always value.RAIN_PUDDLES.4=§cFull Coverage Always 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=OFF 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 their main 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 Color Tracing is on 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 Color Tracing is on 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 Color Tracing is enabled and Detail Quality is set to High or above. 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 Color Tracing 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=§eColored Light Fog§r 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 Color Tracing is on 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.XLIGHT_CURVE=Blocklight Contrast option.XLIGHT_CURVE.comment=Adjusts how quickly the intensity of blocklight fades away as it travels distance away from the light source. ####### Euphoria Patches ####### profile2.DEFAULT=§bVisual Settings:§r Default profile2.SPACEAGLE17= §f۞ §kO§fDEBUG (Do Not Use)§f§kO profile2.POPULAR=§bVisual Settings: §dPopular profile2.comment=These are profile presets for Euphoria Patches. §c[-] WARNING:§r Using this can alter many different settings and even break your handcrafted ones.\n\n• Default Settings are the default Complementary Shader Settings.\n\n• §bPopular §dSettings§r is a preset that has some of the most popular Euphoria Patches and Complementary settings enabled.\n\n• The Debug profile is used for testing purposes and isn't meant to be used by regular users. #WATERMARK option.WATERMARK=Complementary option.WATERMARK.comment=Euphoria Patches is a creation of love, care and frustration, meant to complement the unique Minecraft experience in the best way possible while adding onto the amazing Complementary Shaderpack. Please feel free to join the lovely Complementary community here: www.complementary.dev/discord. Watermark by Elysia value.WATERMARK.0=& §dEuphoria §rPatches value.WATERMARK.1=& §cE§6u§ep§aho§br§9i§da §rPatches value.WATERMARK.2=& §cE§6u§ep§aho§br§9i§da §rPatches - GUI Hidden value.WATERMARK.3=& GUI Hidden & Hold Spider Eye value.WATERMARK.4=Black/White option.WATERMARK_SIZE=Watermark Size screen.EUPHORIA_SETTINGS=§dConfigure Euphoria Patches > screen.EUPHORIA_SETTINGS.comment=Settings that are added by the Euphoria Patches. §bYou can support SpacEagle17 on Patreon or Ko-Fi and get new Exclusive Beta Versions. §r§d§l§neuphoriapatches.com/support screen.ATMOSPHERE=Atmosphere screen.ATMOSPHERE.comment=Settings that relate to the atmosphere. screen.CLOUDS=Clouds screen.CLOUD_REIMAGINED_SETTINGS_EUPHORIA=Reimagined Clouds screen.CLOUD_REIMAGINED_SECOND_LAYER_SETTINGS=Second Cloud Layer screen.CLOUD_UNBOUND_SETTINGS_EUPHORIA=Unbound Clouds screen.DOUBLE_UNBOUND_CLOUDS_SETTINGS=Double Unbound Clouds screen.CLOUD_SHADING_SETTINGS=Cloud Shading screen.AURORA_SETTINGS=Aurora Borealis screen.AURORA_SETTINGS.comment=Settings that relate to the Aurora Borealis. screen.AURORA_INFLUENCE_SETTINGS=Aurora Influence screen.AURORA_COLOR_SETTINGS=Aurora Color Settings screen.AURORA_COLOR_SETTINGS.comment=Settings that relate to the color of the Aurora Borealis. screen.END_SKY=End Sky screen.END_SKY.comment=Settings that relate to the End Sky. screen.END_BEAMS_SETTINGS=Ender Beam Settings screen.END_BEAMS_SETTINGS.comment=Settings that relate to the Ender Beams. screen.END_BEAMS_COLOR_SETTINGS=Ender Beam Colors screen.END_BEAMS_COLOR_SETTINGS.comment=Settings that relate to the color of the Ender Beams. screen.END_BEAMS_FLASH_SETTINGS=End Flash Settings screen.END_BEAMS_FLASH_SETTINGS.comment=Settings that relate to the End Beams when End Flashes are happening. Only works on 1.21.9+. screen.END_STAR=End Star Settings screen.END_STAR.comment=Settings that relate to the End Stars. screen.STAR_COLORS_END=End Star Colors screen.STARS_OVERWORLD=Stars screen.SHOOTING_STARS_SETTINGS=Shooting Stars screen.STAR_COLORS_OW=Star Colors screen.RAIN_SETTINGS=Rain Settings screen.NIGHT_DESATURATION_SETTINGS=Darkness Desaturation screen.MOON_PHASED_DESATURATION_SETTINGS=Moon Phased Night Desaturation screen.MOON_PHASED_DESATURATION_SETTINGS.comment=Adjusts the amount of desaturation based on the current phase of the moon. screen.NIGHT_NEBULA_SETTINGS=Night Nebula screen.NIGHT_NEBULA_COLOR_SETTINGS=Color Settings screen.NEBULA_STAR_SETTINGS=Nebula Star Settings screen.WORLD=World screen.WORLD.comment=Settings that relate to the world. screen.BLOOD_MOON_SETTINGS=Blood Moon Settings screen.OVERWORLD_WORLD=Overworld screen.OVERWORLD_BEAM=Overworld Beams screen.OVERWORLD_BEAM.comment=Settings that relate to Overworld Beams. screen.FOG=Fog screen.FOG.comment=Settings that relate to fog. screen.FOG_CAVE=Cave fog screen.FOG_CAVE.comment=Settings that relate to cave fog. screen.FOG_ATMOSPHERIC=Atmospheric fog screen.FOG_ATMOSPHERIC.comment=Settings that relate to atmospheric fog. screen.FOG_BORDER_OVERWORLD=Border fog screen.FOG_BORDER_OVERWORLD.comment=Settings that relate to border fog. screen.SEASON=Seasons screen.WINTER=Winter Settings screen.AUTUMN=Autumn Settings screen.SPRING=Spring Settings screen.SUMMER=Summer Settings screen.NETHER_WORLD=Nether screen.FOG_BORDER_NETHER=Border fog screen.FOG_BORDER_NETHER.comment=Settings that relate to border fog. screen.HEAT_DISTORTION_SETTINGS=Heat Distortion screen.HEAT_DISTORTION_SETTINGS.comment=Settings that relate to heat distortion. screen.END_WORLD=End screen.END_AMBIENT=End Ambient screen.FOG_BORDER_END=Border fog screen.FOG_BORDER_END.comment=Settings that relate to border fog. screen.END_CENTER_LIGHTING_SETTINGS=End Center Lighting screen.LIGHT_SETTINGS=Light Settings screen.BLOCKLIGHT=Blocklight Settings screen.BLOCKLIGHT.comment=Settings that relate to blocklight color. screen.COLORED_LIGHT=Colored Lighting screen.SSBL_SETTINGS=Screenspace Colored Blocklight screen.ACT_SETTINGS=Advanced Colored Tracing screen.LIGHTMAP_CURVES_SETTINGS=Lightmap Curves screen.OVERLAY_NOISE=Overlay Noise screen.MOSS_NOISE_SETTINGS=Moss Noise Settings screen.SAND_NOISE_SETTINGS=Sand Noise Settings screen.MATERIALS=Materials screen.MATERIALS.comment=Settings that relate to materials. screen.EMISSIVE_MATERIALS=Emissive Materials screen.EMISSIVE_FLOWERS_SETTINGS=Emissive Flowers screen.WATER=Water screen.WATER.comment=Settings that relate to water. screen.IPBR_REDSTONE=Integrated Redstone PBR screen.IPBR_REDSTONE.comment=Settings that relate to IntegratedPBR for redstone. screen.DIRECTIONAL_LIGHTMAP_NORMALS_SETTINGS=Lightmap Normals screen.LAVA_SETTINGS=Lava screen.LAVA_SETTINGS.comment=Settings that relate to hot burning lava. screen.END_ROD_SETTINGS=End Rod screen.END_ROD_SETTINGS.comment=Settings that relate to end rods. screen.FOLIAGE_SETTINGS=Foliage screen.FOLIAGE_SETTINGS.comment=Settings that relate to foliage. screen.PORTAL_SETTINGS=Portal Settings screen.PORTAL_SETTINGS.comment=Settings that relate to portals. screen.MISC_SETTINGS=Miscellaneous screen.MISC_SETTINGS.comment=Settings which don't fit into any other category. screen.MISC_EMISSIVE_SETTINGS=Miscellaneous Emissive screen.CAMERA=Camera screen.CAMERA.comment=Settings that relate to the Camera. screen.TONEMAP_SETTINGS_EUPHORIA=Tonemap Settings Euphoria screen.TONEMAP_SETTINGS_EUPHORIA_SPECIFIC=Specific Tonemap Settings screen.ACES=ACES Settings screen.ACES.comment=Settings for the ACES Tonemap. screen.AGX_SETTINGS=AgX Settings screen.AGX_SETTINGS.comment=Settings for the AgX Tonemap. screen.BSL_SETTINGS=BSL Settings screen.BSL_SETTINGS.comment=Settings for the BSL Tonemap. screen.CAMERA_EFFECTS=Camera Effects screen.RETRO_SETTINGS=Retro Settings screen.STATIC_NOISE_SETTINGS=Static Noise Settings screen.HORIZONTAL_NOISE_SETTINGS=Horizontal Noise Settings screen.VERTICAL_SCREEN_DISPLACEMENT_SETTINGS=Vertical Screen Displacement Settings screen.PIXELATE_SCREEN_SETTINGS=Pixelate Settings screen.DITHERING_SETTINGS=Dithering Settings screen.PALETTE_SETTINGS=Palette Settings screen.SCANLINE_SETTINGS=Scanline Settings screen.HALFTONE_SETTINGS=Halftone Settings screen.SPEED_LINES_SETTINGS=Speed Line Settings screen.CAMERA_NOISE_OVERLAY_SETTINGS=Camera Noise Overlay Settings screen.SCREEN_BORDER=Border Settings screen.LETTERBOX_SETTINGS=Letterbox Settings screen.GRID_SETTINGS=Grid Settings screen.WATERMARK_SETTINGS=Watermark Settings screen.DOF_SETTINGS=Depth Of Field Settings screen.DOF_SHAPE_SETTINGS=Shape Settings screen.LENS_FLARE_SETTINGS=Lens Flare Settings screen.LENS_FLARE_SETTINGS.comment=Settings that relate to lens flares. screen.FUN=Fun screen.FUN.comment=Let's have some fun. screen.WORLD_CURVATURE_SETTINGS=World Curvature screen.WORLD_CURVATURE_SETTINGS.comment=Settings that relate to World Curvature. screen.RANDOM_BLOCKLIGHT_SETTINGS=Random Blocklight screen.RANDOM_BLOCKLIGHT_SETTINGS.comment=Settings that relate to Random Blocklight. screen.POPULAR_SETTINGS=§dPopular Settings screen.POPULAR_SETTINGS.comment=These are some of the most popular settings in Euphoria Patches. Apart from Advanced Colored Tracing (which is needed for a lot of effects), all options in here are exclusive to Euphoria Patches and cannot be found in the Original Complementary Shaderpack. screen.POPULAR_SETTINGS_2=Page 2 screen.POPULAR_SETTINGS_3=Page 3 screen.EP_VERSION=Euphoria Patches §d1.9.0 screen.EP_VERSION.comment=§bYou can support SpacEagle17 on Patreon or Ko-Fi and get new Exclusive Beta Versions. §r§d§l§neuphoriapatches.com/support screen.MODDED_SETTINGS=Modded Settings screen.MODDED_SETTINGS.comment=Settings that only work if you have certain mods installed. These settings are made to complement the experience of playing with those mods, and they won't do anything if you don't have the required mods. screen.PHOTONICS_SETTINGS=Photonics screen.PHOTONICS_SETTINGS.comment=Settings that only work if you have the Photonics mod installed. screen.PHOTONICS_SETTINGS_BASIC=Sharp Mode screen.PHOTONICS_SETTINGS_BASIC.comment=Sharp Lighting Mode settings. screen.PHOTONICS_SETTINGS_RESTIR=ReSTIR Mode screen.PHOTONICS_SETTINGS_RESTIR.comment=ReSTIR Lighting Mode settings. screen.DISTANT_HORIZONS_SETTINGS=Distant Horizons screen.DISTANT_HORIZONS_SETTINGS.comment=Settings that only work if you have the Distant Horizons mod installed. screen.MODDED_SKYBOX_SETTINGS=Skybox Settings screen.MODDED_SKYBOX_SETTINGS.comment=Settings related to sky related mods. option.DAYLIGHT_CYCLE_COMPAT=World Time Animation option.DAYLIGHT_CYCLE_COMPAT.comment=ONLY use this if you play with the gamerule doDaylightCycle false. When enabled clouds and more animate in worlds with the daylight cycle off but they are no longer synced between players. option.AURORA_COLOR_PRESET=Aurora Color Preset option.AURORA_COLOR_PRESET.comment=Choose between default look/custom colored auroras, varying colored auroras, where the aurora color changes each Minecraft day/month or color presets. Or The smooth daily one which changes color smoothly throughout the night. value.AURORA_COLOR_PRESET.-1=§o§lVarying - Smooth Daily value.AURORA_COLOR_PRESET.0=Custom value.AURORA_COLOR_PRESET.1=§o§lVarying - Daily value.AURORA_COLOR_PRESET.2=§o§lVarying - Monthly value.AURORA_COLOR_PRESET.3=§9Legacy§b Complementary v4 value.AURORA_COLOR_PRESET.4=§bPe§3r§bm§3af§cr§3o§cst value.AURORA_COLOR_PRESET.5=§dBlossoming §5Lights value.AURORA_COLOR_PRESET.6=§9Ne§5bu§dl§5a value.AURORA_COLOR_PRESET.7=§5Celestial §3Dance value.AURORA_COLOR_PRESET.8=§aGreen Flash value.AURORA_COLOR_PRESET.9=§bEt§3h§be§dr§3e§dal value.AURORA_COLOR_PRESET.10=§bGlacial §9Blessing value.AURORA_COLOR_PRESET.11=§5Mysti§9ca§bl value.AURORA_COLOR_PRESET.12=§cWa§6t§ce§a§6r§am§2e§al§2on value.AURORA_COLOR_PRESET.13=§cBlood §bBath value.AURORA_COLOR_PRESET.14=§cG§4h§bo§3s§bt option.RGB_AURORA=RGB Aurora option.RGB_AURORA.comment=Be an Epic Gamer with §4R§2G§9B §rAuroras. option.AURORA_UP_R=Upper Section - Red option.AURORA_UP_G=Upper Section - Green option.AURORA_UP_B=Upper Section - Blue option.AURORA_UP_I=Upper Section - Intensity option.AURORA_DOWN_R=Lower Section - Red option.AURORA_DOWN_G=Lower Section - Green option.AURORA_DOWN_B=Lower Section - Blue option.AURORA_DOWN_I=Lower Section - Intensity option.AURORA_SIZE=Aurora Density option.AURORA_SIZE.comment=Density controls the apparent height and the size of the Aurora. option.AURORA_DRAW_DISTANCE=Aurora Draw Distance option.AURORA_DRAW_DISTANCE.comment=Draw Distance controls the distance boundary of the Aurora. option.AURORA_INFLUENCE=Aurora Influence option.AURORA_INFLUENCE.comment=Makes the Aurora color affect the clouds and the terrain. option.AURORA_CLOUD_INFLUENCE_INTENSITY=Cloud Influence Intensity option.AURORA_CLOUD_INFLUENCE_INTENSITY.comment=Change the intensity the aurora affects the clouds. value.AURORA_CLOUD_INFLUENCE_INTENSITY.0.00=OFF option.AURORA_TERRAIN_INFLUENCE_INTENSITY=Terrain Influence Intensity option.AURORA_TERRAIN_INFLUENCE_INTENSITY.comment=Change the intensity the aurora affects the terrain. value.AURORA_TERRAIN_INFLUENCE_INTENSITY.0.00=OFF option.RANDOM_AURORA=Random Aurora Visibility option.RANDOM_AURORA.comment=Changes how probable it is for the aurora to appear each night. Still respects the normal aurora conditions in Complementary Settings. value.RANDOM_AURORA.0=Default value.RANDOM_AURORA.1=10% Chance value.RANDOM_AURORA.2=20% Chance value.RANDOM_AURORA.3=30% Chance value.RANDOM_AURORA.4=40% Chance value.RANDOM_AURORA.5=50% Chance value.RANDOM_AURORA.6=60% Chance value.RANDOM_AURORA.7=70% Chance value.RANDOM_AURORA.8=80% Chance value.RANDOM_AURORA.9=90% Chance option.AURORA_NOISE_SCALE=Aurora Noise Scale option.AURORA_NOISE_SCALE.comment=Changes the scale of the noise used in the aurora effect. option.AURORA_PATTERN_WARP=Swirliness option.AURORA_PATTERN_WARP.comment=Changes how much the aurora swirls and warps. value.AURORA_PATTERN_WARP.0=OFF option.AURORA_SATURATION=Aurora Saturation option.AURORA_SATURATION.comment=Changes the saturation of the aurora colors. value.AURORA_SATURATION.10=Default option.AURORA_COLOR_MIX_POWER=Dominant Layer option.AURORA_COLOR_MIX_POWER.comment=Changes which layer of the aurora is the most prominent one. option.CLOUD_ROUNDNESS=Cloud Roundness §e[*]§r value.CLOUD_ROUNDNESS.0.025=Extra Boxy §e[*]§r value.CLOUD_ROUNDNESS.0.05=Boxy §e[*]§r value.CLOUD_ROUNDNESS.0.125=Balanced value.CLOUD_ROUNDNESS.0.2=Round option.CLOUD_ROUNDNESS.comment=Change how round the clouds appear. §e[*]§r Lower roundness results in more noise artifacts option.CLOUD_SHADOW_ROUNDNESS=Cloud Shadow Roundness value.CLOUD_SHADOW_ROUNDNESS.0.15=Extra Boxy value.CLOUD_SHADOW_ROUNDNESS.0.25=Boxy value.CLOUD_SHADOW_ROUNDNESS.0.35=Round option.CLOUD_SHADOW_ROUNDNESS.comment=Change how round cloud shadows appear. option.CLOUD_SHADOW_STRENGTH=Cloud Shadow Strength option.CLOUD_SHADOW_STRENGTH.comment=Adjusts only cloud shadow darkness. Lower values make cloud shadows brighter, higher values make them darker. option.CLOUD_SHADOW_FADE_DISTANCE=Cloud Shadow Distance option.CLOUD_SHADOW_FADE_DISTANCE.comment=Determines the distance around the player in which cloud shadows will not be shown. value.CLOUD_SHADOW_FADE_DISTANCE.0=OFF option.CLOUD_NARROWNESS=Cloud Width option.CLOUD_NARROWNESS.comment=Change how wide the clouds appear horizontally. option.CLOUD_SHADOW_UNBOUND_SIZE=Cloud Shadow Size option.CLOUD_SHADOW_UNBOUND_SIZE.comment=Determines the size of the cloud shadows. option.CLOUD_STRETCH=Cloud Height option.CLOUD_TRANSPARENCY=Cloud Opacity option.CLOUD_TRANSPARENCY.comment=Changes the opacity of the clouds. option.CLOUD_DIRECTION=Cloud Direction option.CLOUD_DIRECTION.comment=Changes the direction in which the clouds move. option.CLOUD_TEXTURE=Minecraft Cloud Texture value.CLOUD_TEXTURE.0=Default value.CLOUD_TEXTURE.1=Old Minecraft value.CLOUD_TEXTURE.2=Old Complementary value.CLOUD_DIRECTION.1=West-East value.CLOUD_DIRECTION.2=North-South option.RAINBOW_CLOUD=Rainbow Clouds value.RAINBOW_CLOUD.0=OFF value.RAINBOW_CLOUD.1=10% Coverage value.RAINBOW_CLOUD.2=20% Coverage value.RAINBOW_CLOUD.3=30% Coverage value.RAINBOW_CLOUD.4=40% Coverage value.RAINBOW_CLOUD.5=50% Coverage value.RAINBOW_CLOUD.6=60% Coverage value.RAINBOW_CLOUD.7=70% Coverage value.RAINBOW_CLOUD.8=80% Coverage value.RAINBOW_CLOUD.9=90% Coverage value.RAINBOW_CLOUD.10=100% Coverage option.CLOUD_RENDER_DISTANCE=Cloud Render Distance option.CLOUD_RENDER_DISTANCE.comment=Option to change how far clouds render. option.CLOUD_SHADING_AMOUNT=Cloud Shading Amount option.CLOUD_SHADING_AMOUNT.comment=Determines how much the clouds get shaded. option.INVERTED_CLOUD_SHADING=Inverted Cloud Shading option.INVERTED_CLOUD_SHADING.comment=Inverts the cloud shading effect. option.CLOUD_LIGHT_MULTIPLIER=Cloud Day Light Multiplier option.CLOUD_LIGHT_MULTIPLIER.comment=Multiplies the brightness the lighting side of the clouds receives during the day. option.CLOUD_NIGHT_LIGHT_MULTIPLIER=Cloud Night Light Multiplier option.CLOUD_NIGHT_LIGHT_MULTIPLIER.comment=Multiplies the brightness the lighting side of the clouds receives during the night. option.CLOUD_AMBIENT_MULTIPLIER=Cloud Ambient Light Multiplier option.CLOUD_AMBIENT_MULTIPLIER.comment=Multiplies the brightness of the ambient light side of the clouds. option.CLOUD_NIGHT_AMBIENT_MULTIPLIER=Cloud Night Ambient Light Multiplier option.CLOUD_NIGHT_AMBIENT_MULTIPLIER.comment=Multiplies the brightness of the ambient light side of the clouds during the night. option.ROTATE_REIMAGINED_CLOUDS_90_NEW=Rotate Clouds 90° option.ROTATE_REIMAGINED_CLOUDS_90_NEW.comment=Rotates the reimagined clouds by 90 degrees. option.NIGHT_CLOUD_UNBOUND_REMOVE=Remove Night Clouds Amount option.NIGHT_CLOUD_UNBOUND_REMOVE.comment=Ammount of clouds which get removed during the night option.HIGH_QUALITY_CLOUDS=Higher Quality Clouds option.HIGH_QUALITY_CLOUDS.comment=Increases the quality of Clouds to more than is possible within the normal Complementary Settings. §c[-]§r Turning this setting on can impact performance. option.CLOUD_LAYER2_SPEED_MULT=Cloud Layer 2 Speed Multiplier option.PIXELATED_UNBOUND_CLOUDS=Pixelated Unbound Clouds option.PIXELATED_UNBOUND_CLOUDS.comment=Gives the unbound clouds a pixelated look. The higher the value the bigger the pixels. value.PIXELATED_UNBOUND_CLOUDS.0=OFF option.DOUBLE_UNBOUND_CLOUDS=Double Unbound Clouds option.DOUBLE_UNBOUND_CLOUDS.comment=Enables a second layer of unbound clouds to be rendered. §c[-]§r This setting can impact performance. option.CLOUD_UNBOUND_LAYER2_ALTITUDE=Cloud Layer 2 Altitude option.CLOUD_UNBOUND_LAYER2_ALTITUDE.comment=Determines the world height which the second layer clouds will appear at. option.CLOUD_UNBOUND_LAYER2_HEIGHT=Cloud Layer 2 Height option.CLOUD_UNBOUND_LAYER2_SIZE=Cloud Layer 2 Size option.CLOUD_UNBOUND_LAYER2_SIZE.comment=Determines the size of the second layer of unbound clouds. option.CLOUD_UNBOUND_LAYER2_AMOUNT=Cloud Layer 2 Amount option.CLOUD_UNBOUND_LAYER2_AMOUNT.comment=Determines the amount of the second layer of unbound clouds. option.CLOUD_UNBOUND_LAYER2_TRANSPARENCY=Cloud Layer 2 Opacity option.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.comment=Determines the opacity of the second layer of unbound clouds. value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.0=0.0 value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.1=0.05 value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.2=0.10 value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.3=0.15 value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.4=0.20 value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.5=0.25 value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.6=0.30 value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.7=0.35 value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.8=0.40 value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.9=0.45 value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.10=0.50 value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.11=0.55 value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.12=0.60 value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.13=0.65 value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.14=0.70 value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.15=0.75 value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.16=0.80 value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.17=0.85 value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.18=0.90 value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.19=0.95 value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.20=1.00 option.CLOUD_REIMAGINED_LAYER2_HEIGHT=Cloud Layer 2 Height option.CLOUD_REIMAGINED_LAYER2_HEIGHT.comment=Determines the height of the second layer of reimagined clouds. option.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY=Cloud Layer 2 Opacity option.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.comment=Determines the opacity of the second layer of reimagined clouds. value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.0=0.0 value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.1=0.05 value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.2=0.10 value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.3=0.15 value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.4=0.20 value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.5=0.25 value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.6=0.30 value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.7=0.35 value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.8=0.40 value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.9=0.45 value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.10=0.50 value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.11=0.55 value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.12=0.60 value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.13=0.65 value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.14=0.70 value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.15=0.75 value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.16=0.80 value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.17=0.85 value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.18=0.90 value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.19=0.95 value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.20=1.00 option.CLOUD_SUN_MOON_SHADING=Sun/Moon Shading option.CLOUD_SUN_MOON_SHADING.comment=Enables shading for the sun and moon on the clouds. value.CLOUD_SUN_MOON_SHADING.0=OFF value.CLOUD_SUN_MOON_SHADING.1=Moon Only value.CLOUD_SUN_MOON_SHADING.2=Sun Only value.CLOUD_SUN_MOON_SHADING.3=Both option.END_SMOKE=End Smoke option.END_SMOKE.comment=Someone left the fire unattended and now the End has smoke in the upper and lower void. option.E_SKY_COLORR_NEW=End Sky - Red option.E_SKY_COLORG_NEW=End Sky - Green option.E_SKY_COLORB_NEW=End Sky - Blue option.E_SKY_COLORI=End Sky - Intensity option.END_SKY_FOG_INFLUENCE=Modded End Biome Tint option.END_SKY_FOG_INFLUENCE.comment=Tweak how much the fog color of modded biomes affect the End Sky and End Beam colors. At 1.00 the End Sky and End Beams will have the same color as the fog color, at 0.00 they will be unaffected by the fog color. option.GLOWING_EMERALD_BLOCK=Emissive Emerald Block option.GLOWING_EMERALD_BLOCK.comment=Option to make Emerald blocks glow. §e[*]§r RP Support option must be set to Integrated PBR+ option.EMISSIVE_ENCHANTING_TABLE=Emissive Enchanting Table option.EMISSIVE_ENCHANTING_TABLE.comment=Option to make the diamond part of the Enchanting Table glow. §e[*]§r RP Support option must be set to Integrated PBR+ option.GLOWING_WART=Glowing Wart Blocks option.GLOWING_WART.comment=Setting which enables animated emissive wart blocks. §e[*]§r RP Support option must be set to Integrated PBR+ option.GLOWING_NETHER_TREES=Emissive Nether Trees option.GLOWING_NETHER_TREES.comment=Setting which enables emissive crimson/warped stems. option.OVERWORLD_BEAMS=Overworld Beams option.OVERWORLD_BEAMS.comment=Setting which enables nebula like beams during the night in the Overworld. option.OVERWORLD_BEAMS_CONDITION=Condition option.OVERWORLD_BEAMS_CONDITION.comment=By default they only appear during full moon, changing this makes them appear every night. value.OVERWORLD_BEAMS_CONDITION.0=Full Moon value.OVERWORLD_BEAMS_CONDITION.1=Every Night option.OVERWORLD_BEAMS_INTENSITY=Overworld Beams Intensity option.BEAMS_AMBIENT_INFLUENCE=Fog Color Influence option.BEAMS_AMBIENT_INFLUENCE.comment=The beams will have the Fog Color at 1.00 and the user defined color at 0.00. option.OW_BEAM_R_NEW=Overworld Beams - Red option.OW_BEAM_G_NEW=Overworld Beams - Green option.OW_BEAM_B_NEW=Overworld Beams - Blue option.END_BEAMS=Ender Beams option.END_BEAMS.comment=Setting which enables nebula like beams in the End. option.END_CRYSTAL_VORTEX=End Crystal Vortex option.END_CRYSTAL_VORTEX.comment=Setting which enables energy beams going up from end crystals in the end. §4[***]§r Enables §cEntity Shadows§r. §e[*]§r Only works on Iris. §e[*]§r does not work on MacOS. Shadow Distance in Complementary Settings affects the distance at which the vortexes are visible. value.END_CRYSTAL_VORTEX.0=OFF value.END_CRYSTAL_VORTEX.1=Vortex value.END_CRYSTAL_VORTEX.2=Healing Beam value.END_CRYSTAL_VORTEX.3=Both option.DRAGON_DEATH_EFFECT=Dragon Death Effect option.DRAGON_DEATH_EFFECT.comment=Setting which replaces the dragon's dying beams with a volumetric effect. §4[***]§r Enables §cEntity Shadows§r. §e[*]§r Only works on Iris. §e[*]§r does not work on MacOS. value.DRAGON_DEATH_EFFECT.0=OFF value.DRAGON_DEATH_EFFECT.1=Volumetric Effect value.DRAGON_DEATH_EFFECT.2=Volumetric + Original Beams option.E_BEAMS_AMBIENT_INFLUENCE=Ambient Color Influence option.E_BEAMS_AMBIENT_INFLUENCE.comment=The beams will have the ambient color at 1.00 and the user defined color at 0.00. Doesn't apply to Dragon Ender Beams. option.E_BEAM_R_NEW=Ender Beams - Red option.E_BEAM_G_NEW=Ender Beams - Green option.E_BEAM_B_NEW=Ender Beams - Blue option.E_BEAM_I=Ender Beams - Intensity option.E_DRAGON_BEAM_R_NEW=Dragon Ender Beams - Red option.E_DRAGON_BEAM_R_NEW.comment=The Ender Beam color during the dragon fight - Red. option.E_DRAGON_BEAM_G_NEW=Dragon Ender Beams - Green option.E_DRAGON_BEAM_G_NEW.comment=The Ender Beam color during the dragon fight - Green. option.E_DRAGON_BEAM_B_NEW=Dragon Ender Beams - Blue option.E_DRAGON_BEAM_B_NEW.comment=The Ender Beam color during the dragon fight - Blue. option.E_DRAGON_BEAM_I=Dragon Ender Beams - Intensity option.E_DRAGON_BEAM_I.comment=The Ender Beam color during the dragon fight - Intensity. option.END_BEAM_SCALE=Scale option.END_BEAM_SCALE.comment=Changes the scale of the end beams. Higher values make them tinner, lower values make them wider. option.END_BEAM_DISTANCE_MULTIPLIER=Distance Multiplier option.END_BEAM_DISTANCE_MULTIPLIER.comment=Changes the distance how far or close end beams are to the player. Higher values make them start further away, lower values make them start closer. option.END_BEAM_POW=Beam Power option.END_BEAM_POW.comment=Changes the power the beams have. Higher values make them less intense and lower values make them more intense. option.END_BEAM_DIRECTION_BIAS=Vertical Direction Bias option.END_BEAM_DIRECTION_BIAS.comment=Controls which side of the beam center is favored. -100 favors below, 0 is mirrored, 100 favors above. option.END_BEAM_FLASH_HEIGHT_MULTIPLIER=Flash Height Multiplier option.END_BEAM_FLASH_HEIGHT_MULTIPLIER.comment=Changes the height of the end beams during end flashes. Higher values make them shorter, lower values make them taller. option.END_BEAM_FLASH_POW_MULTIPLIER=Flash Power Multiplier option.END_BEAM_FLASH_POW_MULTIPLIER.comment=Changes the power of the end beams during end flashes. option.END_BEAM_FLASH_NARROWNESS=Flash Narrowness option.END_BEAM_FLASH_NARROWNESS.comment=Changes the narrowness of the zone affected by the end flash. Higher values make the flash affect a smaller area, lower values make it affect a bigger area. option.END_BEAM_SPEED=Speed option.END_BEAM_SPEED.comment=Changes the speed of the end beams. option.END_BEAM_FOG_BLEND=Terrain Blend option.END_BEAM_FOG_BLEND.comment=Changes how much the end beams blend with the terrain at far distances. §e[*]§r Lower values make the chunk borders visible. option.END_STARS=End Stars option.END_STARS.comment=Enable or disable the stars in the End. option.END_STAR_BRIGHTNESS=End Star Brightness option.END_STAR_SIZE=End Star Size option.END_STAR_AMOUNT=End Star Amount value.END_STAR_AMOUNT.0=Low value.END_STAR_AMOUNT.1=Normal value.END_STAR_AMOUNT.2=High value.END_STAR_AMOUNT.3=Very High value.END_STAR_AMOUNT.4=A LOT option.END_TWINKLING_STARS=Twinkling End Stars value.END_TWINKLING_STARS.0=OFF value.END_TWINKLING_STARS.1=0.1 value.END_TWINKLING_STARS.2=0.2 value.END_TWINKLING_STARS.3=0.3 value.END_TWINKLING_STARS.4=0.4 value.END_TWINKLING_STARS.5=0.5 value.END_TWINKLING_STARS.6=0.6 value.END_TWINKLING_STARS.7=0.7 value.END_TWINKLING_STARS.8=0.8 value.END_TWINKLING_STARS.9=0.9 value.END_TWINKLING_STARS.10=1.0 value.END_TWINKLING_STARS.11=1.1 value.END_TWINKLING_STARS.12=1.2 value.END_TWINKLING_STARS.13=1.3 value.END_TWINKLING_STARS.14=1.4 value.END_TWINKLING_STARS.15=1.5 value.END_TWINKLING_STARS.16=1.6 value.END_TWINKLING_STARS.17=1.7 value.END_TWINKLING_STARS.18=1.8 value.END_TWINKLING_STARS.19=1.9 value.END_TWINKLING_STARS.20=2.0 option.END_STAR_HEMISPHERE=End Star Hemisphere option.END_STAR_HEMISPHERE.comment=Setting to only render stars in the upper or lower hemisphere of the sky in the End. value.END_STAR_HEMISPHERE.0=Full Sky value.END_STAR_HEMISPHERE.1=Upper Hemisphere Only value.END_STAR_HEMISPHERE.-1=Lower Hemisphere Only option.STAR_BRIGHTNESS=Star Brightness option.STAR_BRIGHTNESS.comment=Setting to adjust the star brightness. value.STAR_BRIGHTNESS.3=OFF value.STAR_BRIGHTNESS.4=0.1 value.STAR_BRIGHTNESS.5=0.2 value.STAR_BRIGHTNESS.6=0.3 value.STAR_BRIGHTNESS.7=0.4 value.STAR_BRIGHTNESS.8=0.5 value.STAR_BRIGHTNESS.9=0.6 value.STAR_BRIGHTNESS.10=0.7 value.STAR_BRIGHTNESS.11=0.8 value.STAR_BRIGHTNESS.12=0.9 value.STAR_BRIGHTNESS.13=1.0 value.STAR_BRIGHTNESS.14=1.1 value.STAR_BRIGHTNESS.15=1.2 value.STAR_BRIGHTNESS.16=1.3 value.STAR_BRIGHTNESS.17=1.4 value.STAR_BRIGHTNESS.18=1.5 value.STAR_BRIGHTNESS.19=1.6 value.STAR_BRIGHTNESS.20=1.7 value.STAR_BRIGHTNESS.21=1.8 value.STAR_BRIGHTNESS.22=1.9 value.STAR_BRIGHTNESS.23=2.0 value.STAR_BRIGHTNESS.24=2.1 value.STAR_BRIGHTNESS.25=2.2 value.STAR_BRIGHTNESS.26=2.3 value.STAR_BRIGHTNESS.27=2.4 value.STAR_BRIGHTNESS.28=2.5 value.STAR_BRIGHTNESS.29=2.6 value.STAR_BRIGHTNESS.30=2.7 value.STAR_BRIGHTNESS.31=2.8 value.STAR_BRIGHTNESS.32=2.9 value.STAR_BRIGHTNESS.33=3.0 option.TWINKLING_STARS=Twinkling Stars option.TWINKLING_STARS.comment=Make the stars twinkle at you. value.TWINKLING_STARS.0=OFF value.TWINKLING_STARS.1=0.1 value.TWINKLING_STARS.2=0.2 value.TWINKLING_STARS.3=0.3 value.TWINKLING_STARS.4=0.4 value.TWINKLING_STARS.5=0.5 value.TWINKLING_STARS.6=0.6 value.TWINKLING_STARS.7=0.7 value.TWINKLING_STARS.8=0.8 value.TWINKLING_STARS.9=0.9 value.TWINKLING_STARS.10=1.0 value.TWINKLING_STARS.11=1.1 value.TWINKLING_STARS.12=1.2 value.TWINKLING_STARS.13=1.3 value.TWINKLING_STARS.14=1.4 value.TWINKLING_STARS.15=1.5 value.TWINKLING_STARS.16=1.6 value.TWINKLING_STARS.17=1.7 value.TWINKLING_STARS.18=1.8 value.TWINKLING_STARS.19=1.9 value.TWINKLING_STARS.20=2.0 option.STAR_SIZE=Star Size option.STAR_SIZE.comment=Change the size of your stars. option.SITUATIONAL_ORES=Situational Ores option.SITUATIONAL_ORES.comment=Ores will only glow in caves and at night. §e[*]§r Glowing Ores must be enabled for this to work. option.GLOWING_RAW_BLOCKS=Emissive Raw Blocks option.EMISSION_MULTIPLIER=Emission Multiplier option.EMISSION_MULTIPLIER.comment=Multiplies the emission. option.UNDERWATER_DISTORTION_STRENGTH=Underwater Distortion Strength option.UNDERWATER_DISTORTION_STRENGTH.comment=Setting to alter the Underwater Distortion Strength. option.FRESNEL_MULTIPLIER=Underwater Surface Reflection Strength option.FRESNEL_MULTIPLIER.comment=A setting which changes the underwater reflection strength of the water surface. option.SHADER_WATER=Shader Water option.SHADER_WATER.comment=A toggle to turn the shader water on or off. option.WATER_GENERATED_NORMALS=Water Generated Normals option.RANDOM_BLOCKLIGHT=Random Colored Blocklight option.RANDOM_BLOCKLIGHT.comment=Randomizes the color of the blocklight depending on world coordinates, purely a fun setting. option.RANDOM_BLOCKLIGHT_SIZE=Random Colored Blocklight Size option.RANDOM_BLOCKLIGHT_SIZE.comment=Change the color size of the random colored blocklight effect. option.COATED_TEXTURE_RES=Coated Textures Resolution option.COATED_TEXTURE_RES.comment=Change the resolution at which the Noise Coated Textures render. §e[*]§r RP Support option must be set to Integrated PBR+ and Coated Texture have to be turned on option.DIRECTIONAL_LIGHTMAP_NORMALS=Lightmap Normals option.DIRECTIONAL_LIGHTMAP_NORMALS.comment=Make the integrated normal maps work with blocklight. §e[*]§r RP Support option must be set to Integrated PBR+ and Auto Generated Normals have to be turned on option.DIRECTIONAL_LIGHTMAP_NORMALS_BLOCK_STRENGTH_NEW=Block Intensity option.DIRECTIONAL_LIGHTMAP_NORMALS_HANDHELD_STRENGTH=Handheld Intensity option.CAVE_FOG=Cave Fog option.CAVE_FOG.comment=Turn cave fog on and off. option.CAVE_FOG_R_NEW=Cave Fog - Red option.CAVE_FOG_G_NEW=Cave Fog - Green option.CAVE_FOG_B_NEW=Cave Fog - Blue option.CAVE_FOG_I=Cave Fog - Intensity option.CAVE_FOG_DENSITY=Cave Fog Density option.ATMOSPHERIC_FOG=Atmospheric Fog option.ATMOSPHERIC_FOG_R_NEW= Atmospheric Fog - Red option.ATMOSPHERIC_FOG_G_NEW= Atmospheric Fog - Green option.ATMOSPHERIC_FOG_B_NEW= Atmospheric Fog - Blue option.ATMOSPHERIC_FOG_I= Atmospheric Fog - Intensity option.ATMOSPHERIC_FOG_DENSITY=Atmospheric Fog Density option.RADIOACTIVE_ATMOSPHERIC_FOG=Radioactive Atmospheric Fog option.RADIOACTIVE_ATMOSPHERIC_FOG.comment=It's just one unhealthy habit more. Very noticeable at night. option.BORDER_FOG_DISTANCE_OVERWORLD=Border Fog Distance option.BORDER_FOG_DISTANCE_OVERWORLD.comment=Adjust the border fog distance of the Overworld. value.BORDER_FOG_DISTANCE_OVERWORLD.1=0.25 value.BORDER_FOG_DISTANCE_OVERWORLD.2=0.40 value.BORDER_FOG_DISTANCE_OVERWORLD.3=0.50 value.BORDER_FOG_DISTANCE_OVERWORLD.6=1.00 value.BORDER_FOG_DISTANCE_OVERWORLD.10=1.25 value.BORDER_FOG_DISTANCE_OVERWORLD.50=1.50 value.BORDER_FOG_DISTANCE_OVERWORLD.100=1.75 value.BORDER_FOG_DISTANCE_OVERWORLD.500=2.00 value.BORDER_FOG_DISTANCE_OVERWORLD.1000=2.50 option.BORDER_FOG_DENSITY_OVERWORLD=Border Fog Density option.BORDER_FOG_DENSITY_OVERWORLD.comment=Adjust the border fog density of the Overworld. option.BORDER_FOG_DISTANCE_NETHER=Border Fog Distance option.BORDER_FOG_DISTANCE_NETHER.comment=Adjust the border fog distance of the Nether. value.BORDER_FOG_DISTANCE_NETHER.1=0.25 value.BORDER_FOG_DISTANCE_NETHER.2=0.40 value.BORDER_FOG_DISTANCE_NETHER.3=0.50 value.BORDER_FOG_DISTANCE_NETHER.6=1.00 value.BORDER_FOG_DISTANCE_NETHER.10=1.25 value.BORDER_FOG_DISTANCE_NETHER.50=1.50 value.BORDER_FOG_DISTANCE_NETHER.100=1.75 value.BORDER_FOG_DISTANCE_NETHER.500=2.00 value.BORDER_FOG_DISTANCE_NETHER.1000=2.50 option.BORDER_FOG_DENSITY_NETHER=Border Fog Density option.BORDER_FOG_DENSITY_NETHER.comment=Adjust the border fog density of the Nether. option.BORDER_FOG_DISTANCE_END=Border Fog Distance option.BORDER_FOG_DISTANCE_END.comment=Adjust the border fog distance of the End. value.BORDER_FOG_DISTANCE_END.1=0.25 value.BORDER_FOG_DISTANCE_END.2=0.40 value.BORDER_FOG_DISTANCE_END.3=0.50 value.BORDER_FOG_DISTANCE_END.6=1.00 value.BORDER_FOG_DISTANCE_END.10=1.25 value.BORDER_FOG_DISTANCE_END.50=1.50 value.BORDER_FOG_DISTANCE_END.100=1.75 value.BORDER_FOG_DISTANCE_END.500=2.00 value.BORDER_FOG_DISTANCE_END.1000=2.50 option.BORDER_FOG_DENSITY_END=Border Fog Density option.BORDER_FOG_DENSITY_END.comment=Adjust the border fog density of the End. option.BORDER_FOG_NETHER=Nether Border Fog option.BORDER_FOG_END=End Border Fog option.BORDER_FOG_OVERWORLD=Overworld Border Fog option.NETHER_PORTAL_VARIATION=Nether Portal Preset option.NETHER_PORTAL_VARIATION.comment=Option to choose between different nether portal presets. §e[*]§r RP Support option must be set to Integrated PBR+ value.NETHER_PORTAL_VARIATION.0=Vanilla value.NETHER_PORTAL_VARIATION.1=Complementary value.NETHER_PORTAL_VARIATION.2=Purple Void option.BIOME_COLORED_NETHER_PORTALS=Chameleon Nether Portals option.BIOME_COLORED_NETHER_PORTALS.comment=Nether portals in the Nether will be color-coded depending on the biome you're currently in. option.NETHER_PORTAL_NOISE=Nether Portal Noise option.NETHER_PORTAL_NOISE.comment=Adds noise to the Nether Portal texture, making it look more dynamic. value.NETHER_PORTAL_NOISE.0=OFF value.NETHER_PORTAL_NOISE.1=Normal value.NETHER_PORTAL_NOISE.2=Pixelated option.END_PORTAL_VARIATION=End Portal Preset option.END_PORTAL_VARIATION.comment=Option to choose between different end portal presets. §e[*]§r RP Support option must be set to Integrated PBR+ value.END_PORTAL_VARIATION.0=Complementary value.END_PORTAL_VARIATION.1=Smudged Strings value.END_PORTAL_VARIATION.3=Pixelated Salsa option.END_PORTAL_BEAM=End Portal Rays option.END_PORTAL_BEAM.comment=Adds rays of light around the edges of the end portal. Similar to Minecraft Dungeons. [§e*§r] Only works on Iris. [§e*§r] does not work on MacOS. option.SILHOUETTE=Silhouette option.SILHOUETTE.comment=When enabled makes blocks facing away from the sun black, useful for screenshots. value.SILHOUETTE.0=OFF value.SILHOUETTE.1=Only at Night value.SILHOUETTE.2=Always On option.SILHOUETTE_BRIGHTNESS=Silhouette Brightness option.RAIN_ATMOSPHERE=Epic Thunderstorm option.RAIN_ATMOSPHERE.comment=Improves thunderstorms significantly when a lightning bolt strikes. §e[*]§r Works much better with Iris option.BLUE_SCREEN=Blue Screen option.BLUE_SCREEN.comment=Turns "Blue Concrete", "Blue Wool", and "Blue Carpet" into blue screens for video editing. Tip 1: Turn off "Bloom" option to improve separation. Tip 2: Put lights under blue 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.MIRROR_DIMENSION=Mirror Dimension option.MIRROR_DIMENSION.comment=You have learned the art of magic and are brave enough to enter the mirror dimension. option.WORLD_CURVATURE=World Curvature option.OVERWORLD_CURVATURE_SIZE=Overworld Curvature Size option.NETHER_CURVATURE_SIZE=Nether Curvature Size option.END_CURVATURE_SIZE=End Curvature Size option.LAVA_VARIATION=Lava Preset option.LAVA_VARIATION.comment=Hot presets in your area. Choose Now! value.LAVA_VARIATION.0=Complementary value.LAVA_VARIATION.1=Adaptive Noise (Recommended) value.LAVA_VARIATION.2=Blushing Hotness value.LAVA_VARIATION.3=Molten Cheese value.LAVA_VARIATION.4=Dark Islands value.LAVA_VARIATION.5=Chaotic Flow option.LAVA_TEMPERATURE=Lava Temperature option.LAVA_TEMPERATURE.comment=Change the temperature of lava, make it more red or white. option.WAVIER_LAVA=Wavier Lava option.WAVIER_LAVA.comment=Makes the Waving Lava Texture option more extreme in the nether. option.LAVA_EMISSION=Lava Emission option.LAVA_NOISE_INTENSITY=Lava Noise Intensity option.LAVA_NOISE_INTENSITY.comment=Change the opacity of the Lava Preset's noise. option.LAVA_NOISE_AMOUNT=Lava Noise Amount option.LAVA_NOISE_AMOUNT.comment=Change the amount of noise. option.LAVA_EDGE_EFFECT=Lava Edge Effect option.LAVA_EDGE_EFFECT.comment=Adds an edge to lava when it touches other blocks. §e[*]§r This feature only works if Advanced Colored Tracing is enabled in Performance Settings. value.LAVA_EDGE_EFFECT.0=OFF value.LAVA_EDGE_EFFECT.1=ON - Bright value.LAVA_EDGE_EFFECT.2=ON - Dark option.NETHER_BRIGHTNESS=Nether Brightness option.NETHER_BRIGHTNESS.comment=Change the ambient brightness of the Nether. option.END_ROD_COLOR_PROFILE=End Rod Profile option.END_ROD_COLOR_PROFILE.comment=Change between the default end rod colors from Complementary and your own custom ones. §e[*]§r RP Support option must be set to Integrated PBR+ value.END_ROD_COLOR_PROFILE.0=Complementary value.END_ROD_COLOR_PROFILE.1=Custom value.END_ROD_COLOR_PROFILE.2=Rainbow value.END_ROD_COLOR_PROFILE.3=Rainbow - Only Overworld option.END_ROD_R=End Rod - Red option.END_ROD_G=End Rod - Green option.END_ROD_B=End Rod - Blue option.END_ROD_I=End Rod - Intensity option.RAINBOW_END_ROD_COORD_OFFSET=Rainbow Colors Offset value.RAINBOW_END_ROD_COORD_OFFSET.0=All Synced value.RAINBOW_END_ROD_COORD_OFFSET.3=Minimal value.RAINBOW_END_ROD_COORD_OFFSET.5=Default value.RAINBOW_END_ROD_COORD_OFFSET.7=Medium value.RAINBOW_END_ROD_COORD_OFFSET.11=Strong value.RAINBOW_END_ROD_COORD_OFFSET.13=Very Strong option.END_ROD_RAINBOW_ANIMATE=Rainbow Speed value.END_ROD_RAINBOW_ANIMATE.0.0=OFF option.REDSTONE_IPBR=Redstone IntegratedPBR option.REDSTONE_IPBR.comment=This option makes red pixels on redstone related blocks emissive. Works best with redstone resource packs. §e[*]§r RP Support option must be set to Integrated PBR+ option.REDSTONE_IPBR_R=Red detection option.REDSTONE_IPBR_R.comment=Change this if the detection does not work with your resource pack. Increase if the pixels are more red, decrease if they are less. option.REDSTONE_IPBR_G=Green detection option.REDSTONE_IPBR_G.comment=Change this if the detection does not work with your resource pack. Increase if the pixels are more green, decrease if they are less. option.REDSTONE_IPBR_B=Blue detection option.REDSTONE_IPBR_B.comment=Change this if the detection does not work with your resource pack. Increase if the pixels are more blue, decrease if they are less. option.REDSTONE_IPBR_I=Emissive Strength option.REDSTONE_IPBR_I.comment=Change the emissive strength of Redstone IntegratedPBR option.LETTERBOXING=Letterboxes option.LETTERBOXING.comment=Adds black bars to the top and bottom of the window. value.LETTERBOXING.0=OFF value.LETTERBOXING.1=ON value.LETTERBOXING.2=ON - While Sneaking option.ASPECT_RATIO=Aspect Ratio option.ASPECT_RATIO.comment=Change the ratio between the width and height of the cropped image. option.EXCLUDE_ENTITIES=Exclude Entities option.EXCLUDE_ENTITIES.comment=Change whether entities should be excluded from Letterboxes or not. option.LETTERBOXING_TRANSPARENCY=Letterbox Transparency option.BAD_APPLE=Bad Apple option.BAD_APPLE.comment=Makes the screen black with the exception of entities, which will be white. option.tonemap=Tonemap option.tonemap.comment=Changes which tonemap is used. value.tonemap.DoCompTonemap=Complementary Default value.tonemap.DoBSLTonemap=BSL/Complementary value.tonemap.ACESTonemap=ACES value.tonemap.ACESRedModified=ACES Red Modified value.tonemap.BurgessTonemap=Burgess value.tonemap.LottesTonemap=Lottes value.tonemap.uncharted2_tonemap_partial=Uncharted 2 - Partial value.tonemap.uncharted2_filmic=Uncharted 2 - Filmic value.tonemap.reinhard2=Reinhard2 value.tonemap.filmic=Filmic value.tonemap.GTTonemap=Gran Turismo value.tonemap.uchimura=Uchimura value.tonemap.agxTonemap=AgX option.TONEMAP_COMPARISON=Tonemap Comparison option.TONEMAP_COMPARISON.comment=Option to compare tonemaps option.tonemap_left=Tonemap Left option.tonemap_left.comment=Changes which tonemap is used. value.tonemap_left.DoCompTonemap=Complementary Default value.tonemap_left.DoBSLTonemap=BSL/Complementary value.tonemap_left.ACESTonemap=ACES value.tonemap_left.ACESRedModified=ACES Red Modified value.tonemap_left.BurgessTonemap=Burgess value.tonemap_left.LottesTonemap=Lottes value.tonemap_left.uncharted2_tonemap_partial=Uncharted 2 value.tonemap_left.uncharted2_filmic=Uncharted 2 - Filmic value.tonemap_left.reinhard2=Reinhard2 value.tonemap_left.filmic=Filmic value.tonemap_left.GTTonemap=Gran Turismo value.tonemap_left.uchimura=Uchimura value.tonemap_left.agxTonemap=AgX option.tonemap_right=Tonemap Right option.tonemap_right.comment=Changes which tonemap is used. value.tonemap_right.DoCompTonemap=Complementary Default value.tonemap_right.DoBSLTonemap=BSL/Complementary value.tonemap_right.ACESTonemap=ACES value.tonemap_right.ACESRedModified=ACES Red Modified value.tonemap_right.BurgessTonemap=Burgess value.tonemap_right.LottesTonemap=Lottes value.tonemap_right.uncharted2_tonemap_partial=Uncharted 2 value.tonemap_right.uncharted2_filmic=Uncharted 2 - Filmic value.tonemap_right.reinhard2=Reinhard2 value.tonemap_right.filmic=Filmic value.tonemap_right.GTTonemap=Gran Turismo value.tonemap_right.uchimura=Uchimura value.tonemap_right.agxTonemap=AgX option.ACES_EXPOSURE=Exposure option.ACES_EXPOSURE.comment=Adjusts the overall brightness of the image. option.ACES_WHITE=White Curve option.ACES_WHITE.comment=Adjusts how easily the colors reach to full white. option.ACES_BRIGHTNESS_ROLLOFF=Brightness Rolloff option.ACES_BRIGHTNESS_ROLLOFF.comment=Adjusts the brightness rolloff for the ACES tonemap. option.AGX_LOOK=AgX Look value.AGX_LOOK.0=Default value.AGX_LOOK.1=Golden value.AGX_LOOK.2=Punchy value.AGX_LOOK.3=Custom option.AGX_R=AgX - Red option.AGX_G=AgX - Green option.AGX_B=AgX - Blue option.AGX_POWER=AgX Power option.AGX_SATURATION=AgX Saturation option.COLOR_MULTIPLIER_COMPARISON=Color Multiplier Comparison option.COLOR_MULTIPLIER_COMPARISON.comment=This option let's you easily compare the lighting and atmosphere color multiplier values to the default values of the shaderpack. option.REFLECTIVE_WORLD=Reflective World option.REFLECTIVE_WORLD.comment=The entire world is a mirror but you can't see yourself. RIP. option.WAVE_EVERYTHING=Wave Everything option.WAVE_EVERYTHING.comment=Dale a tu cuerpo alegría Macarena. option.INTERACTIVE_FOLIAGE=Interactive Foliage option.INTERACTIVE_FOLIAGE.comment=Makes Foliage bend away from the player for a more immersive experience. option.EMIN_BOAT=Emin B O A T option.EMIN_BOAT.comment=Ride boats like Emin intended. option.MONOTONE_WORLD=Monotone World option.MONOTONE_WORLD.comment=Make the world colorless! Wuuuuw! value.MONOTONE_WORLD.0=OFF value.MONOTONE_WORLD.1=White value.MONOTONE_WORLD.2=Black value.MONOTONE_WORLD.3=Gray option.SEASONS=Seasons option.SEASONS.comment=Changes the colors of the environment based on the worldTime. In the winter there's also snow! §e[*]§r RP Support option is recommended to be set to Integrated PBR+ value.SEASONS.0=OFF value.SEASONS.1=Cycling value.SEASONS.2=Summer value.SEASONS.3=Autumn value.SEASONS.4=Winter value.SEASONS.5=Spring option.SEASON_START=Starting Season option.SEASON_START.comment=Season the cycle starts at. value.SEASON_START.0=Summer value.SEASON_START.1=Autumn value.SEASON_START.2=Winter value.SEASON_START.3=Spring option.SEASON_LENGTH=Season Duration option.SEASON_LENGTH.comment=Change the duration of a season in Minecraft Days. value.SEASON_LENGTH.1=1 Minecraft Day suffix.SEASON_LENGTH=\ Minecraft Days option.SEASON_TRANSITION_START=Transition Start option.SEASON_TRANSITION_START.comment=The transition to the next season will start when this percentage of the season passed. value.SEASON_TRANSITION_START.0=Immediately value.SEASON_TRANSITION_START.1=Half of the Season value.SEASON_TRANSITION_START.2=66% of the Season value.SEASON_TRANSITION_START.3=75% of the Season value.SEASON_TRANSITION_START.4=80% of the Season value.SEASON_TRANSITION_START.9=90% of the Season option.SEASON_COLOR_DESATURATION=Color Desaturation option.SEASON_COLOR_DESATURATION.commnet=Desaturates the colors of the environment. option.SNOW_CONDITION=Snow Condition option.SNOW_CONDITION.comment=Determines the condition(s) for the snow to appear. value.SNOW_CONDITION.0=Snow Biome & Raining value.SNOW_CONDITION.1=Snow Biome value.SNOW_CONDITION.2=Everywhere option.SNOW_NOISE_INTENSITY=Noise Intensity option.SNOW_NOISE_INTENSITY.comment=Change how strong the snow noise is. option.SNOW_NOISE_REMOVE_INTENSITY=Snow Remove Intensity option.SNOW_SIZE=Snow Resolution option.SNOW_SIZE.comment=Change the resolution or size of the noise. value.SNOW_SIZE.0=Auto option.MELTING_RADIUS=Melting Radius option.MELTING_RADIUS.comment=Change the radius snow melts around light sources. option.SNOW_TRANSPARENCY=Snow Transparency option.SNOW_TRANSPARENCY.comment=Change the transparency of the snow. option.SSS_SEASON_SNOW=Season Snow SSS option.SSS_SEASON_SNOW.comment=Adds subsurface scattering to the snow from the seasons option. option.WINTER_GREEN_AMOUNT=Winter Green Amount option.LESS_LEAVES=Less Leaves value.LESS_LEAVES.0=OFF option.AUTUMN_CONDITION=Only In Forest option.AUTUMN_NOISE_SIZE=Color Noise Size option.AUTUMN_NOISE_SIZE.comment=Size of the noise which produces the leaf color gradient option.LEAVES_ON_GROUND=Leaves On The Ground option.LEAVES_ON_GROUND.comment=Leaves will be on the ground in autumn. option.EXTRA_FLOOR_LEAVES_IN_FORESTS=Extra Floor Leaves In Forests option.EXTRA_FLOOR_LEAVES_IN_FORESTS.comment=More leaves will be on the ground in forests. option.AUTUMN_STRENGTH=Autumn Strength option.AUTUMN_STRENGTH.comment=Change the color overwrite in autumn. option.FLOWER_DENSITY=Flower Density option.FLOWER_SIZE=Flower Resolution option.FLOWER_AMOUNT=Flower Amount value.FLOWER_AMOUNT.0=OFF option.SPRING_GREEN_INTENSITY=Spring Intensity option.EMISSIVE_SPRING_FLOWERS=Emissive Spring Flowers option.EMISSIVE_SPRING_FLOWERS.comment=Option to turn emission from seasons spring flowers on if using the Emissive Flowers Option found in the Euphoria Material settings page option.DISABLE_SPRING_IN_DRY_BIOMES=Disable In Dry Biomes option.SUMMER_STRENGTH=Summer Strength option.INTENSE_DEEP_DARK=Intense Deep Dark option.INTENSE_DEEP_DARK.comment=Makes the deep dark intenser. §e[*]§r Player needs to have the darkness effect applied. option.END_AMBIENT_INFLUENCE=Ambient Color Influence option.END_AMBIENT_INFLUENCE.comment=The ambient color is at 0.00 default and user defined at 1.00. option.END_AMBIENT_R_NEW=Ambient Color - Red option.END_AMBIENT_G_NEW=Ambient Color - Green option.END_AMBIENT_B_NEW=Ambient Color - Blue option.END_AMBIENT_I=Ambient Color - Intensity option.ATLAS_ROTATION=Atlas Rotation option.ATLAS_ROTATION.comment=:). option.NETHER_NOISE=Nether Sky Noise option.NETHER_NOISE.comment=Makes the Nether sky above the Nether roof more interesting. value.NETHER_NOISE.0=OFF value.NETHER_NOISE.1=ON option.MCBL_MAIN_DEFINE=Euphoria Colored Lighting option.MCBL_MAIN_DEFINE.comment=Enables multi-colored blocklight. Set to to ACT + Screen-Space to use the screen-space system alongside Advanced Colored Tracing. ACT + SSBL + Dynamic Lighting Support can produce incorrect results in modded environments - should only be used in vanilla with a dynamic lighting mod. §e[*]§rOnly works on 1.16.5 and above or on Angelica. value.MCBL_MAIN_DEFINE.0=OFF value.MCBL_MAIN_DEFINE.1=Screen-Space value.MCBL_MAIN_DEFINE.2=ACT + Screen-Space value.MCBL_MAIN_DEFINE.3=ACT + SSBL + Dynamic Lighting Support option.MCBL_INFLUENCE=Multi-Colored Blocklight Influence option.MCBL_INFLUENCE.comment=Controls how much the multi-colored blocklight affects the default blocklight color. option.SSS_SNOW_ICE=Snow and Ice SSS option.SSS_SNOW_ICE.comment=Adds subsurface scattering to snow and ice blocks. option.BEDROCK_NOISE=Bedrock Noise option.BEDROCK_NOISE.comment=Adds a noise effect below bedrock in the Nether and Overworld. option.SOUL_SAND_VALLEY_OVERHAUL=Soul Sand Valley Overhaul option.SOUL_SAND_VALLEY_OVERHAUL.comment=Makes fire related blocks, entities and particles blue in the soul sand valley. option.PURPLE_END_FIRE=Purple End Fire option.PURPLE_END_FIRE.comment=Makes fire related blocks, entities and particles purple in the End. §e[*]§r RP Support option must be set to Integrated PBR+ for best results. option.NO_RAIN_ABOVE_CLOUDS=No Rain Above Clouds option.NO_RAIN_ABOVE_CLOUDS.comment=Disables rain above the clouds. Doesn't work well if the vanilla cloud height was changed with the vanilla clouds enabled. option.RAIN_FADE_TIMER=Rain Fade Timer option.RAIN_FADE_TIMER.comment=Change the time it takes for rain related effects to fade in and out. Affected effects are clouds, rain puddles, fog, rainbow and more. §e[*]§r Only works on Iris and derivatives. option.RAIN_TEX_OPACITY_MULTIPLIER=Rain Opacity Multiplier option.RAIN_TEX_OPACITY_MULTIPLIER.comment=Change the opacity of the rain particle texture, making the rain look heavier or lighter. option.SNOW_TEX_OPACITY_MULTIPLIER=Snow Opacity Multiplier option.SNOW_TEX_OPACITY_MULTIPLIER.comment=Change the opacity of the snow particle texture, making the snow look heavier or lighter. option.DOF_SNEAKING=DoF Sneaking & Spyglass option.DOF_SNEAKING.comment=Only activate the world blur option while sneaking and holding a spyglass. option.CLEAR_SKY_WHEN_RAINING=Clearer Sky During Rain option.CLEAR_SKY_WHEN_RAINING.comment=Make stars and other sky effects slightly visible while raining. option.RETRO_ON=Retro Global Toggle option.RETRO_LOOK=Retro Look option.RETRO_LOOK.comment=Change betwen different retro presets. value.RETRO_LOOK.0=OFF value.RETRO_LOOK.1=Outlines value.RETRO_LOOK.2=Outlines - Night Vision Only option.RETRO_LOOK_R= Retro Look - Red option.RETRO_LOOK_G= Retro Look - Green option.RETRO_LOOK_B= Retro Look - Blue option.RETRO_LOOK_I= Retro Look - Intensity option.CURVE_DISPLAY=Curved Display option.CURVE_DISPLAY.comment=Make the display curved. option.CURVATURE_AMOUNT=Curvature Amount option.BORDER_AMOUNT=Border Amount option.SCREEN_ROUNDNESS=Screen Roundness option.STATIC_NOISE=Static Noise value.STATIC_NOISE.0=OFF option.MIN_STATIC_STRENGTH=Minimum Strength option.MAX_STATIC_STRENGTH=Maximum Strength option.STATIC_SPEED=Static Noise Speed option.HORIZONTAL_NOISE=Horizontal Noise value.HORIZONTAL_NOISE.0=OFF option.HORIZONTAL_NOISE_INTENSITY=Horizontal Noise Intensity option.HORIZONTAL_NOISE_SPEED=Horizontal Noise Speed option.VERTICAL_SCREEN_DISPLACEMENT=Vertical Screen Displacement option.VERTICAL_EDGE_GLITCH=Edge Glitch Intensity value.VERTICAL_EDGE_GLITCH.1.00=OFF option.VERTICAL_SCROLL_SPEED=Scroll Speed value.VERTICAL_SCROLL_SPEED.0.00=OFF option.VERTICAL_STUTTER_SPEED=Stutter Speed value.VERTICAL_STUTTER_SPEED.0.00=OFF option.VERTICAL_SCROLL_FREQUENCY=Scroll Frequency option.VERTICAL_STUTTER_FREQUENCY=Stutter Frequency option.PIXELATED_SCREEN_SIZE=Pixel Size option.PIXELATED_SCREEN_SIZE.comment=Activate a screen pixelation effect and change the size of the pixels. value.PIXELATED_SCREEN_SIZE.0=OFF option.PIXELATED_SCREEN_SMOOTHNESS=Pixel Smoothness option.PIXELATED_SCREEN_SMOOTHNESS.comment=Changes the smoothness of the pixelated screen effect. Higher values make the pixels blend together more. option.COLOR_LEVELS=Posterization option.COLOR_LEVELS.comment=Reduces the number of colors in the image to give it a more retro look. option.POSTERIZE_STRENGTH=Posterization Strength option.POSTERIZE_STRENGTH.comment=Changes how strong the posterization effect is. value.POSTERIZE_STRENGTH.0.0=OFF option.PALETTE_SWAP=Palette option.PALETTE1R=Color1 Red option.PALETTE1G=Color1 Green option.PALETTE1B=Color1 Blue option.PALETTE2R=Color2 Red option.PALETTE2G=Color2 Green option.PALETTE2B=Color2 Blue option.PALETTE3R=Color3 Red option.PALETTE3G=Color3 Green option.PALETTE3B=Color3 Blue option.PALETTE4R=Color4 Red option.PALETTE4G=Color4 Green option.PALETTE4B=Color4 Blue option.PALETTE5R=Color5 Red option.PALETTE5G=Color5 Green option.PALETTE5B=Color5 Blue option.PALETTE6R=Color6 Red option.PALETTE6G=Color6 Green option.PALETTE6B=Color6 Blue option.USE_TEXTURE_PALETTE=Texture Palette option.USE_TEXTURE_PALETTE.comment=Uses the palette PNG image from the palettes folder instead of the GUI Settings one. value.USE_TEXTURE_PALETTE.0=Off option.SCREEN_DITHERING=Dithering option.SCREEN_DITHERING.comment=Adds dithering to the screen to simulate more colors than the palette allows. option.SCREEN_DITHER_AMOUNT=Dither Amount option.SCREEN_DITHER_I=Dither Intensity option.SCANLINE=Scanline value.SCANLINE.0=OFF option.SCANLINE_FREQUENCY=Scanline Frequency option.SCANLINE_SPEED=Scanline Speed option.SCANLINE_AMOUNT=Scanline Amount option.SCANLINE_NEW_MONOCHROME=Monchrome Color option.SCANLINE_NEW_DIRECTION=Scanline Direction value.SCANLINE_NEW_DIRECTION.false=Horizontal value.SCANLINE_NEW_DIRECTION.true=Vertical option.SCANLINE_R=Red Multiplier option.SCANLINE_G=Green Multiplier option.SCANLINE_B=Blue Multiplier option.HALFTONE=Halftone option.HALFTONE_MONOCHROME=Grayscale option.HALFTONE_BRIGHTNESS=Halftone Brightness option.HALFTONE_SCALE=Dots Scale option.HALFTONE_ANGLE=Dots Angle option.SPEED_LINES=Speed Lines value.SPEED_LINES.0=OFF value.SPEED_LINES.1=ON - While Fast value.SPEED_LINES.2=ON - While Fast & Sprinting value.SPEED_LINES.3=ON option.SPEED_LINES_TRANSPARENCY=Speed Lines Opacity option.SPEED_LINES_SPEED=Intensity option.SPEED_LINE_THICKNESS=Line Size option.CAMERA_NOISE_OVERLAY=Camera Noise Overlay value.CAMERA_NOISE_OVERLAY.0=OFF value.CAMERA_NOISE_OVERLAY.1=Noise 1 option.CAMERA_NOISE_OVERLAY_INTENSITY=Noise Intensity option.LONG_EXPOSURE=Long Exposure option.LONG_EXPOSURE.comment=Disable the GUI by pressing F1 and stand still. The Celestial mode is specifically made to improve the look of stars and bright objects while objects in the Temporal mode would fade over time. value.LONG_EXPOSURE.0=OFF value.LONG_EXPOSURE.1=Celestial Accumulation value.LONG_EXPOSURE.2=Temporal Weighting option.TILT_SHIFT=Tilt X option.TILT_SHIFT.comment=Tilt-Shift Effect - Horizontal value.TILT_SHIFT.0=OFF option.TILT_SHIFT2=Tilt Y option.TILT_SHIFT2.comment=Tilt-Shift Effect - Vertical value.TILT_SHIFT2.0=OFF option.DOF_VIEW_FOCUS_NEW2=§cDOF Focus Plane & Spyglass option.DOF_VIEW_FOCUS_NEW2.comment=Makes the Focus Plane of DOF visible when the GUI visible and the player is holding a spyglass. option.DOF_SHAPE=Shape option.DOF_SHAPE.comment=Depth of Field Shape value.DOF_SHAPE.0=Original value.DOF_SHAPE.3=Triangle value.DOF_SHAPE.4=Square value.DOF_SHAPE.5=Pentagon value.DOF_SHAPE.6=Hexagon value.DOF_SHAPE.7=Heptagon value.DOF_SHAPE.8=Octagon option.DOF_POLYGON_SAMPLES=Polygon Samples option.DOF_POLYGON_SAMPLES.comment=Number of samples to take for polygon shapes. The higher the value, the smoother the shape will be. §c[-]§r Performance decreases with higher values. option.DOF_POLYGON_RINGS=Ring Amount option.DOF_POLYGON_RINGS.comment=Number of rings to use for polygon shapes. The higher the value, the smoother the shape will be. §c[-]§r Performance decreases with higher values. option.DOF_SHAPE_ROTATION_DEGREES=Rotation option.DOF_SHAPE_ROTATION_DEGREES.comment=Rotation of the depth of field shape in degrees. option.LET_THERE_BE_COLORS=LET THERE BE COLORS option.MOSS_NOISE=Moss Noise option.MOSS_SIZE=Pixel Size option.MOSS_NOISE_INTENSITY=Noise Intensity option.MOSS_NOISE_REMOVE_INTENSITY=Remove Noise Intensity option.MOSS_TRANSPARENCY=Moss Transparency option.MOSS_IN_CAVES=Moss Active In value.MOSS_IN_CAVES.0=Effect Only In Lush Caves value.MOSS_IN_CAVES.1=Everywhere Enabled value.MOSS_IN_CAVES.2=Disabled option.MOSS_SIDE_INTENSITY=Moss On Walls Intensity option.MOSS_NOISE_DISTANCE=Moss Noise Distance option.SAND_NOISE=Sand Noise option.SAND_CONDITION=Sand Condition value.SAND_CONDITION.0=Only in sandy biomes value.SAND_CONDITION.1=All Warm Biomes value.SAND_CONDITION.2=Everywhere option.SAND_SIZE=Pixel Size option.SAND_NOISE_INTENSITY=Noise Intensity option.SAND_NOISE_REMOVE_INTENSITY=Remove Noise Intensity option.SAND_TRANSPARENCY=Sand Transparency option.SAND_IN_CAVES=Sand In Caves value.SAND_IN_CAVES.true=Enabled value.SAND_IN_CAVES.false=Disabled option.SAND_SIDE_INTENSITY=Sand On Walls Intensity option.SAND_NOISE_DISTANCE=Sand Noise Distance option.MAIN_GRID_INTERVAL=Main Grid value.MAIN_GRID_INTERVAL.1=OFF option.SUB_GRID_INTERVAL=Sub-Grid value.SUB_GRID_INTERVAL.1=OFF option.GRID_CONDITION=Grid Condition value.GRID_CONDITION.0=No Condition value.GRID_CONDITION.1=Sneaking value.GRID_CONDITION.2=Holding Spyglass option.EMISSIVE_FLOWERS=Emissive Flowers value.EMISSIVE_FLOWERS.0=OFF value.EMISSIVE_FLOWERS.1=ON value.EMISSIVE_FLOWERS.2=ON - Dark or Raining option.EMISSIVE_FLOWERS_TYPE=Emissive Flower Type value.EMISSIVE_FLOWERS_TYPE.0=All value.EMISSIVE_FLOWERS_TYPE.1=Cold Colors value.EMISSIVE_FLOWERS_TYPE.2=Warm Colors option.EMISSIVE_FLOWERS_STRENGTH=Glow Intensity option.DISTANCE_MIN_LIGHT=Cave Lighting Fade option.DISTANCE_MIN_LIGHT.comment=Makes the caves darker with increased distance from the player. Improves the look of caves with a higher Cave Lighting setting. value.DISTANCE_MIN_LIGHT.0=OFF option.EMISSIVE_DRAGON_EGG=Emissive Dragon Egg option.VANILLA_ENTITY_SHADOWS=Vanilla Entity Shadows option.VANILLA_ENTITY_SHADOWS.comment=Enables vanilla entity shadows when realtime shadows are disabled. option.FROGLIGHT_SATURATION=Froglight Saturation value.FROGLIGHT_SATURATION.1=Default value.FROGLIGHT_SATURATION.2=2x value.FROGLIGHT_SATURATION.3=3x option.RENKO_CUT=Renko's Cut of EP option.RENKO_CUT.comment=Earned in a fair fight in the Complisseum option.GLITTER_RAIN=Glitter Rain option.GLITTER_RAIN.comment=Sprinkle those raindrops with glitter and spend the day sparkling value.GLITTER_RAIN.0=OFF value.GLITTER_RAIN.1=ON - Random Time value.GLITTER_RAIN.2=ON - Always option.HAND_BLOCKLIGHT_FLICKERING=Handheld Blocklight Flickering value.HAND_BLOCKLIGHT_FLICKERING.0=OFF option.SSS_STRENGTH=Subsurface Scattering value.SSS_STRENGTH.0=OFF value.SSS_STRENGTH.1=ON option.PIXEL_WATER=Procedural Pixel Water option.PIXEL_WATER.comment=Generated procedural pixelated water texture. value.PIXEL_WATER.0=OFF value.PIXEL_WATER.1=ON option.PIXELATED_WATER_REFLECTIONS=Pixelated Water Reflections option.PIXELATED_WATER_REFLECTIONS.comment=Pixelate the water reflections. option.COMP_WATER_TWEAKS=Complementary Water Tweaks option.COMP_WATER_TWEAKS.comment=Color tweaks to water done by the Shaderpack option.CAVE_SMOKE=Cave Smoke option.CAVE_SMOKE.comment=Adds a smoke effect to the volumetric blocklight fog when in a cave. §c[-]§r This effect can impact performance. §e[*]§r This feature only works if Advanced Colored Tracing is enabled in Performance Settings. option.WAVING_SUGAR_CANE=Waving Sugar Cane option.SUN_GLARE_AMOUNT=Sun Glare Amount value.SUN_GLARE_AMOUNT.0=OFF option.MOON_GLARE_AMOUNT=Moon Glare Amount value.MOON_GLARE_AMOUNT.0=OFF option.SUN_MOON_IPBR=Sun/Moon IPBR option.SUN_MOON_IPBR.comment=Enable or disable the IntegratedPBR for the sun and moon value.SUN_MOON_IPBR.0=OFF value.SUN_MOON_IPBR.1=Sun Only value.SUN_MOON_IPBR.2=Moon Only value.SUN_MOON_IPBR.3=Sun and Moon option.DAYLIGHT_STARS=Daylight Stars option.DAYLIGHT_STARS.comment=Enables Stars during the day option.FROZEN_TIME=Frozen Time option.FROZEN_TIME_COMMENT=Freezes shader animation time, shader effects which rely on frame based animation will be frozen and thus allowing for good comparison screenshots. option.DARKER_DEPTH_OCEANS=Deeper Darker Oceans option.DARKER_DEPTH_OCEANS.comment=Light decreases with depth of the Ocean value.DARKER_DEPTH_OCEANS.0=OFF option.WEATHER_TEX_R=Weather Texture - Red option.WEATHER_TEX_G=Weather Texture - Green option.WEATHER_TEX_B=Weather Texture - Blue option.EMISSIVE_SOUL_SAND=Glowing Soul Sand Eyes option.EMISSIVE_SOUL_SAND.comment=Makes the eyes of the Soul Sand block glow when standing on it. §e[*]§r RP Support option must be set to Integrated PBR+. Default Vanilla Texture Only. option.BEACON_BEAM_EMISSION=Beacon Beam Emission option.BEACON_BEAM_EMISSION.comment=Change the emission strength of the beacon beam option.PINKER_CHERRY_LEAVES=Pinker Cherry Leaves option.LIGHTMAP_CURVES=Lightmap Curves option.LIGHTMAP_CURVES.comment=Change the lightmap curves of the world. option.UPPER_LIGHTMAP_CURVE=Upper Lightmap Curve option.UPPER_LIGHTMAP_CURVE.comment=Change the Upper Lightmap Curve Intensity option.LOWER_LIGHTMAP_CURVE=Lower Lightmap Curve option.LOWER_LIGHTMAP_CURVE.comment=Change the Lower Lightmap Curve Intensity option.ALTERNATIVE_AMETHYST_STYLE=Alternative Amethyst value.ALTERNATIVE_AMETHYST_STYLE.0=Default value.ALTERNATIVE_AMETHYST_STYLE.1=Shiny Pink option.SHOCKWAVE=Shockwave value.SHOCKWAVE.0=OFF value.SHOCKWAVE.1=Circle value.SHOCKWAVE.2=Square option.SHOCKWAVE.comment=Crouch and find out! option.STAR_LAYER_OW=Star Layer option.STAR_LAYER_OW.comment=Adds additional stars to the current stars, larger or smaller ones value.STAR_LAYER_OW.0=OFF value.STAR_LAYER_OW.1=Smaller Layer value.STAR_LAYER_OW.2=Bigger Layer value.STAR_LAYER_OW.3=Both Layers option.STAR_LAYER_END=Star Layer option.STAR_LAYER_END.comment=Adds additional stars to the current stars, larger or smaller ones value.STAR_LAYER_END.0=OFF value.STAR_LAYER_END.1=Smaller Layer value.STAR_LAYER_END.2=Bigger Layer value.STAR_LAYER_END.3=Both Layers option.STAR_ROUNDNESS_END=Round Stars value.STAR_ROUNDNESS_END.0=OFF option.STAR_ROUNDNESS_OW=Round Stars value.STAR_ROUNDNESS_OW.0=OFF option.STAR_SOFTNESS_OW=Star Softness option.STAR_SOFTNESS_END=Star Softness option.STAR_COLOR_1_OW_R=Star 1 - Red option.STAR_COLOR_1_OW_G=Star 1 - Green option.STAR_COLOR_1_OW_B=Star 1 - Blue option.STAR_COLOR_2_OW_R=Star 2 - Red option.STAR_COLOR_2_OW_G=Star 2 - Green option.STAR_COLOR_2_OW_B=Star 2 - Blue option.STAR_COLOR_3_OW_R=Star 3 - Red option.STAR_COLOR_3_OW_G=Star 3 - Green option.STAR_COLOR_3_OW_B=Star 3 - Blue option.STAR_COLOR_VARIATION_OW=Color Intensity value.STAR_COLOR_VARIATION_OW.0.0=OFF option.STAR_COLOR_1_END_R=Star 1 - Red option.STAR_COLOR_1_END_G=Star 1 - Green option.STAR_COLOR_1_END_B=Star 1 - Blue option.STAR_COLOR_2_END_R=Star 2 - Red option.STAR_COLOR_2_END_G=Star 2 - Green option.STAR_COLOR_2_END_B=Star 2 - Blue option.STAR_COLOR_3_END_R=Star 3 - Red option.STAR_COLOR_3_END_G=Star 3 - Green option.STAR_COLOR_3_END_B=Star 3 - Blue option.STAR_COLOR_VARIATION_END=Color Intensity value.STAR_COLOR_VARIATION_END.0.0=OFF option.CELESTIAL_BOTH_HEMISPHERES=Full Sky Celestials option.CELESTIAL_BOTH_HEMISPHERES.comment=Renders celestial objects (stars, sun, moon, nebula) across the entire sky rather than just above the horizon, creating a more immersive skybox effect. option.SHOOTING_STARS=Shooting Stars option.SHOOTING_STARS_SIZE=Size option.SHOOTING_STARS_SIZE.comment=Change the size of the shooting stars. The bigger the setting the bigger the shooting stars will be. option.SHOOTING_STARS_SPEED=Speed option.SHOOTING_STARS_CHANCE=Chance option.SHOOTING_STARS_CHANCE.comment=Chance of a shooting star spawning - the higher the setting the more frequent shooting stars will appear. option.SHOOTING_STARS_COUNT=Amount option.SHOOTING_STARS_COUNT.comment=How many shooting stars will appear at once in the sky option.SHOOTING_STARS_LINE_THICKNESS=Line Width option.SHOOTING_STARS_LINE_THICKNESS.comment=Change the width of the shooting stars line. option.SHOOTING_STARS_TRAIL_LENGTH=Line Length option.SHOOTING_STARS_TRAIL_LENGTH.comment=Change the length of the shooting stars line. option.HIDE_VANILLA_STARS=Hide Vanilla Stars option.HIDE_VANILLA_STARS.comment=Hides the vanilla stars in the sky. option.SITUATIONAL_GLOWING_TRIMS=Situational Glowing Trims option.SITUATIONAL_GLOWING_TRIMS.comment=Trims will only glow in caves and at night. §e[*]§r Glowing Trims must be enabled for this to work. option.DO_IPBR_LIGHTS=ACT IPBR Lights option.DO_IPBR_LIGHTS.comment=This option makes the non-light sources in the game emmit light if it is emissive via the shader. (Recomended: On) option.NIGHT_DESATURATION=Darkness Desaturation option.NIGHT_DESATURATION.comment=Desaturates the colors of the environment in dark areas. option.NIGHT_DESATURATION_OW=Overworld Intensity value.NIGHT_DESATURATION_OW.0=OFF value.NIGHT_DESATURATION_OW.300=Black/White option.NIGHT_DESATURATION_NETHER=Nether Intensity value.NIGHT_DESATURATION_NETHER.0=OFF value.NIGHT_DESATURATION_NETHER.300=Black/White option.NIGHT_DESATURATION_END=End Intensity value.NIGHT_DESATURATION_END.0=OFF value.NIGHT_DESATURATION_END.300=Black/White option.NIGHT_CAVE_DESATURATION=Cave Desaturation option.NIGHT_CAVE_DESATURATION.comment=Desaturates the colors of the environment in caves. value.NIGHT_CAVE_DESATURATION.0=OFF option.NIGHT_DESATURATION_REMOVE_NEAR_LIGHTS=Remove Near Lights option.NIGHT_DESATURATION_REMOVE_NEAR_LIGHTS.comment=Removes the desaturation effect near light sources. option.NIGHT_DESATURATION_REMOVE_LIGHTS_IN_HAND=Remove With Handheld Light option.NIGHT_DESATURATION_REMOVE_LIGHTS_IN_HAND.comment=Removes the desaturation effect when holding a light source. option.NIGHT_DESATURATION_REMOVE_NIGHT_VISION=Remove With Night Vision option.NIGHT_DESATURATION_REMOVE_NIGHT_VISION.comment=Removes the desaturation effect when using night vision. option.PURKINJE_RENDER_DISTANCE_FADE=Render Distance Fade option.PURKINJE_RENDER_DISTANCE_FADE_NETHER=Nether Render Distance Fade option.PURKINJE_RENDER_DISTANCE_FADE_END=End Render Distance Fade option.NO_PURKINJE_IN_SKYBOX=No Skybox Desaturation option.MOON_PHASE_INF_PURKINJE=Moon Phased Night Desaturation option.MOON_PHASED_DESATURATION_SETTINGS.comment=Adjusts the amount of desaturation based on the current phase of the moon. option.MOON_PHASE_FULL_PURKINJE=Full Moon option.MOON_PHASE_FULL_PURKINJE.comment=Desaturation strength during the Full Moon phase (brightest phase). value.MOON_PHASE_FULL_PURKINJE.0=OFF value.MOON_PHASE_FULL_PURKINJE.300=Black/White option.MOON_PHASE_PARTIAL_PURKINJE=Partial Moon option.MOON_PHASE_PARTIAL_PURKINJE.comment=Desaturation strength during all moon phases between Full Moon and Dark Moon. This is the phase you will see the most in Minecraft. value.MOON_PHASE_PARTIAL_PURKINJE.0=OFF value.MOON_PHASE_PARTIAL_PURKINJE.300=Black/White option.MOON_PHASE_DARK_PURKINJE=Dark Moon option.MOON_PHASE_DARK_PURKINJE.comment=Desaturation strength during New Moon (darkest phase). value.MOON_PHASE_DARK_PURKINJE.0=OFF value.MOON_PHASE_DARK_PURKINJE.300=Black/White option.DELTARUNE_BATTLE_BACKGROUND=Deltarune Battle Background value.DELTARUNE_BATTLE_BACKGROUND.0=OFF value.DELTARUNE_BATTLE_BACKGROUND.1=ON - Sky Only value.DELTARUNE_BATTLE_BACKGROUND.2=ON - Except Entities option.END_CRYSTAL_EMISSION=End Crystal Emission option.CLEAR_WATER_SPOTS=Clear Water Spots option.CLEAR_WATER_SPOTS.comment=Adds clear spots to the water to add some variety. §e[*]§r Requires a type of wavy waves, either Unbound or Reimagined + Waves. option.ACT_ORE_INTENSITY=ACT Ore Intensity option.ACT_ORE_INTENSITY.comment=Change the ACT light intensity of ores. value.ACT_ORE_INTENSITY.0.0=OFF option.ENTITIES_ARE_LIGHT=Entities Are Light option.WATER_CAUSTIC_STRENGTH=Water Caustic Strength option.WATER_CAUSTIC_STRENGTH.comment=Change the strength of the caustic effect in water. option.ROUGHNESS_MULTIPLIER=Roughness Mask option.ROUGHNESS_MULTIPLIER.comment=Change where materials are rough. option.ROUGHNESS_INTENSITY=Roughness Intensity option.ROUGHNESS_INTENSITY.comment=Change the roughness of the materials and make the more or less shiny. option.SHADOW_SATURATION=Shadow Saturation option.SHADOW_SATURATION.comment=Change the saturation of the shadows and light shafts. §e[*]§r This setting only works if "Real-Time Shadows" is set to Low or higher. option.SMOKE_PARTICLE_OPACITY=Smoke Particle Opacity option.END_SUN_ANGLE=End Sun Angle option.END_SUN_ANGLE.comment=Adjusts the angle of sun/moon relative to the world during noon. value.END_SUN_ANGLE.60=60 value.END_SUN_ANGLE.50=50 value.END_SUN_ANGLE.40=40 value.END_SUN_ANGLE.30=30 value.END_SUN_ANGLE.20=20 value.END_SUN_ANGLE.10=10 value.END_SUN_ANGLE.0=0 §r(§bDefault§r) value.END_SUN_ANGLE.-10=-10 value.END_SUN_ANGLE.-20=-20 value.END_SUN_ANGLE.-30=-30 value.END_SUN_ANGLE.-40=-40 value.END_SUN_ANGLE.-50=-50 value.END_SUN_ANGLE.-60=-60 option.PIXELATED_NEBULA=Pixelated Nebula value.PIXELATED_NEBULA.0=OFF option.NEBULA_ZOOM_LEVEL=Zoom Level option.NEBULA_ZOOM_LEVEL.comment=Change how zoomed in the nebula is in the sky. option.NEBULA_AMOUNT=Amount option.NEBULA_AMOUNT.comment=Change how much the nebulae cover the sky. option.NEBULA_PATTERN_WARP=Swirl option.NEBULA_PATTERN_WARP.comment=Change how distorted the nebulae are. value.NEBULA_PATTERN_WARP.0=OFF option.NEBULA_HORIZON_STRENGTH=Horizon Visibility option.NEBULA_HORIZON_STRENGTH.comment=Change how much the nebulae are visible at the horizon. value.NEBULA_HORIZON_STRENGTH.10=Default option.NEBULA_R_1=Nebula 1 - Red option.NEBULA_G_1=Nebula 1 - Green option.NEBULA_B_1=Nebula 1 - Blue option.NEBULA_R_2=Nebula 2 - Red option.NEBULA_G_2=Nebula 2 - Green option.NEBULA_B_2=Nebula 2 - Blue option.NEBULA_R_3=Nebula 3 - Red option.NEBULA_G_3=Nebula 3 - Green option.NEBULA_B_3=Nebula 3 - Blue option.NEBULA_SATURATION=Saturation option.NEBULA_ONLY_STARS=Only Stars option.NEBULA_ONLY_STARS.comment=Removes the colorful part of the nebulae and only shows the stars within them. option.NEBULA_STAR_BRIGHTNESS=Nebula Star Brightness option.NEBULA_STAR_BRIGHTNESS.comment=Change the brightness of the stars within the nebulae. option.NEBULA_STAR_SIZE=Nebula Star Size option.NEBULA_STAR_SIZE.comment=Change the size of the stars within the nebulae option.NEBULA_STAR_AMOUNT=Nebula Star Amount option.NEBULA_STAR_AMOUNT.comment=Change the amount of stars within the nebulae. option.NEBULA_MOON_CONDITION=Nebula Moon Condition option.NEBULA_MOON_CONDITION.comment=Change the moon phase condition for the nebulae. value.NEBULA_MOON_CONDITION.0=Always value.NEBULA_MOON_CONDITION.1=New Moon value.NEBULA_MOON_CONDITION.2=Full Moon value.NEBULA_MOON_CONDITION.3=Partial Moons value.NEBULA_MOON_CONDITION.4=Random value.NEBULA_MOON_CONDITION.5=Always Except New Moon option.END_CENTER_LIGHTING=End Center Lighting option.END_CENTER_LIGHTING.comment=Changes the lighting of the center of the End. §e[*]§r This feature only works on Minecraft 1.9+ value.END_CENTER_LIGHTING.0=OFF option.END_CENTER_LIGHTING_R=Lighting - Red option.END_CENTER_LIGHTING_G=Lighting - Green option.END_CENTER_LIGHTING_B=Lighting - Blue option.END_CENTER_LIGHTING_AFFECT_BLOCKLIGHT=Affects Blocklight option.END_CENTER_LIGHTING_AFFECT_BLOCKLIGHT.comment=Changes the color of the blocklight in the End based on the center lighting color. option.NETHER_HEAT_DISTORTION=Heat Distortion option.NETHER_HEAT_DISTORTION.comment=Adds a heat distortion effect to the Nether. value.NETHER_HEAT_DISTORTION.0=OFF option.NETHER_HEAT_DISTORTION_SPEED=Speed option.NETHER_HEAT_DISTORTION_SPEED.comment=Change the speed of the heat distortion effect. option.NETHER_HEAT_DISTORTION_SCALE=Scale option.NETHER_HEAT_DISTORTION_SCALE.comment=Change the scale of the heat distortion effect. option.BLOCKLIGHT_CAUSTICS=Blocklight Caustics option.BLOCKLIGHT_CAUSTICS.comment=Adds a caustic effect to the blocklight when underwater. option.LENS_FLARE_SHAPE=Lens Flare Shape option.LENS_FLARE_SHAPE.comment=Change the shape of the lens flares. value.LENS_FLARE_SHAPE.0=Default value.LENS_FLARE_SHAPE.3=Triangle value.LENS_FLARE_SHAPE.4=Square value.LENS_FLARE_SHAPE.5=Pentagon value.LENS_FLARE_SHAPE.6=Hexagon value.LENS_FLARE_SHAPE.7=Heptagon value.LENS_FLARE_SHAPE.8=Octagon option.LENS_FLARE_SHAPE_ROTATION=Lens Flare Shape Rotation option.LENS_FLARE_SHAPE_ROTATION.comment=Change the rotation of the lens flare shapes. option.ANAMORPHIC_LENS_FLARE=Anamorphic Lens Flare option.ANAMORPHIC_LENS_FLARE.comment=Enable or disable anamorphic lens flares. value.ANAMORPHIC_LENS_FLARE.0=OFF option.WATER_CAULDRON_COLOR_OVERRIDE=Water Cauldron Color Override option.WATER_CAULDRON_COLOR_OVERRIDE.comment=Prevents custom water surface colors settings from affecting water cauldrons. option.END_FLASH_SHADOW=End Flash Shadows option.END_FLASH_SHADOW.comment=Shadows in the End will be projected from the End flashes instead of the End Sun Angle. §e[*]§r This feature only works on Iris on 1.21.9+ value.END_FLASH_SHADOW.0=OFF option.EP_END_FLASH=End Flash option.EP_END_FLASH.comment=Changes the End Flash type, either the default one or the custom Euphoria one or both. §e[*]§r This feature only works on Iris on 1.21.9+ value.EP_END_FLASH.0=Default Only value.EP_END_FLASH.1=Euphoria Only value.EP_END_FLASH.2=Both option.MIRROR_TINTED_GLASS_OPAQUE=Opaque Tinted Glass option.MIRROR_TINTED_GLASS_OPAQUE.comment=Makes tinted glass blocks opaque (mainly for mirrors). option.COLORED_LIGHT_FOG_RAIN_I=Colored Light Fog Rain Intensity option.COLORED_LIGHT_FOG_RAIN_I.comment=Change the intensity of the colored light fog during rain. value.COLORED_LIGHT_FOG_RAIN_I.0=Default option.BLOOD_MOON=Blood Moon option.BLOOD_MOON.comment=Enables Blood Moons which happen every X Minecraft nights user has set in this option. Blood Moons don't happen on the first night if set to anything above Every Night. Blood Moond don't happen on new moons if set to anything above Every Night. value.BLOOD_MOON.0=OFF value.BLOOD_MOON.1=Every Night suffix.BLOOD_MOON=\ Minecraft Nights option.BLOOD_MOON.comment=Enables Blood Moons that occur the amount of Minecraft days the user has set in this option. option.EMISSIVE_BLOOD_MOON_FLOWERS=Emissive Blood Moon Flowers option.EMISSIVE_BLOOD_MOON_FLOWERS.comment=Makes red flowers glow during Blood Moons. §e[*]§r RP Support option must be set to Integrated PBR+. option.PHOTONICS_LIGHTING_MODE=Lighting Mode option.PHOTONICS_LIGHTING_MODE.comment=Changes the lighting algorithm Photonics uses for lighting.\n\nSharp - A sharp lighting algorithm with no noise, but a limited number of lights (Max Samples)\nReSTIR - Uses ReSTIR for lighting, supports an unlimited (Max Lights) number of lights, but may be noisy in certain areas. §e[*]§r This option only works if Photonics is installed. value.PHOTONICS_LIGHTING_MODE.0=OFF value.PHOTONICS_LIGHTING_MODE.1=Sharp value.PHOTONICS_LIGHTING_MODE.2=ReSTIR option.PHOTONICS_PIXELATED_SHADOWS=Pixelated Shadows option.PHOTONICS_PIXELATED_SHADOWS.comment=Enable or disable pixelated shadows in the Photonics mod. §c[*]§r This option only works with Sharp lighting mode. option.PHOTONICS_ALPHA_MODE=Transparency Mode option.PHOTONICS_ALPHA_MODE.comment=Sets how Photonics handles transparent blocks.\n\nNone - Transparent blocks are treated as opaque\nBlock - Transparency is applied per block (§aMinimal performance impact)§r\nVoxel - Transparency is applied per voxel (§cHIGH PERFORMANCE IMPACT)§r value.PHOTONICS_ALPHA_MODE.NONE=None value.PHOTONICS_ALPHA_MODE.BLOCK=Block value.PHOTONICS_ALPHA_MODE.VOXEL=Voxel option.PHOTONICS_RENDER_SCALE=Render Scale option.PHOTONICS_RENDER_SCALE.comment=Changes the render scale of the Photonics lighting.\n\n§aLower values can help with performance but may cause the lighting to look worse.\n\n§cHigher values can improve the lighting quality but may cause performance issues.\n\n option.PHOTONICS_INDIRECT_INTENSITY=Global Illumination option.PHOTONICS_INDIRECT_INTENSITY.comment=Changes the intensity of the indirect lighting in the Photonics mod. §e[*]§r This option only works if Photonics is installed. value.PHOTONICS_INDIRECT_INTENSITY.0=OFF option.PHOTONICS_MAX_LIGHTS=Max Lights option.PHOTONICS_MAX_LIGHTS.comment=The max number of traced lights that can be loaded\n\n§6Medium performance impact.§r\n\nWhen set to OFF no photonics blocklight will be used and the vanilla blocklight will be used instead. value.PHOTONICS_MAX_LIGHTS.0=OFF option.PHOTONICS_MAX_SAMPLES=Max Sample Count option.PHOTONICS_MAX_SAMPLES.comment=The amount of nearby lights that can cast light on an object\n\n§cHIGH PERFORMANCE IMPACT option.PHOTONICS_RESTIR_INITIAL_SAMPLES=ReSTIR Initial Samples option.PHOTONICS_RESTIR_INITIAL_SAMPLES.comment=How many lights ReSTIR should initially consider \n\n§6Medium performance impact option.PHOTONICS_RESTIR_SOFT_SHADOWS=ReSTIR Soft Shadows option.PHOTONICS_RESTIR_SOFT_SHADOWS.comment=Whether ReSTIR should have soft shadows \n\n§aMinor performance impact option.PHOTONICS_RESTIR_SPATIAL_REUSE_SAMPLES=ReSTIR Spatial Reuse Samples option.PHOTONICS_RESTIR_SPATIAL_REUSE_SAMPLES.comment=How many samples ReSTIR uses for spatial reuse \n\n§6Medium performance impact option.PHOTONICS_RESTIR_SPATIAL_REUSE_RADIUS=ReSTIR Spatial Reuse Radius option.PHOTONICS_RESTIR_ACCUMULATION_FRAMES=ReSTIR Accumulation Frames option.PHOTONICS_RESTIR_ACCUMULATION_FRAMES.comment=The max number of frames ReSTIR uses for accumulation. Lower values will cause lighting to be more responsive, at the cost of more noise. \n\nNo performance impact option.PHOTONICS_RESTIR_DENOISER_PASSES=Denoiser Passes option.PHOTONICS_RESTIR_DENOISER_PASSES.comment=The number of passes the denoiser for ReSTIR uses\n\n§cHIGH PERFORMANCE IMPACT value.PHOTONICS_RESTIR_DENOISER_PASSES.0=Off option.PHOTONICS_RESTIR_FLICKER_FIRE=ReSTIR Flickering Fire option.PHOTONICS_RESTIR_FLICKER_FIRE.comment=Fire light sources will flicker. §c[*]§r This option only works with ReSTIR lighting mode. value.PHOTONICS_RESTIR_FLICKER_FIRE.0=OFF option.PHOTONICS_VANILLA_LIGHT_FALLBACK=Vanilla Light Fallback option.PHOTONICS_VANILLA_LIGHT_FALLBACK.comment=Percentage of vanilla lighting to use as a fallback while using photonics to prevent dark areas where photonics lighting did not load. suffix.PHOTONICS_VANILLA_LIGHT_FALLBACK=\% option.PHOTONICS_ENCHANTING_GLINT_STRENGTH=Enchanting Glint Strength option.PHOTONICS_ENCHANTING_GLINT_STRENGTH.comment=Changes the strength of the light emitted by enchanted items when using Photonics lighting. option.PHOTONICS_SEPARATE_HANDHELD_RAYS=Separate Handheld Rays option.PHOTONICS_SEPARATE_HANDHELD_RAYS.comment=Whether both handheld lights should cast shadows. When disabled only one shadow will be cast\n\n§aMinimal performance impact option.PHOTONICS_AMBIENT_LIGHT_MULT=Ambient Light Multiplier option.PHOTONICS_AMBIENT_LIGHT_MULT.comment=Option to change how much default ambient light should be used alongside Photonics lighting. §e[*]§r This option only works if Photonics is installed. option.PHOTONICS_COMBINED_GI=Include Skylight GI option.PHOTONICS_COMBINED_GI.comment=Whether Global Illumination should be ran through ReSTIR's denoiser instead of its usual path. \nResults in much intenser GI, at the cost of performance and noise\n\n§cHIGH PERFORMANCE IMPACT. §b[*]§r Recommended to be used with a denoiser pass count of 5 or higher. option.PHOTONICS_MAX_ALLOWED_DISTANCE=Allowed Distance option.PHOTONICS_MAX_ALLOWED_DISTANCE.comment=The maximum distance at which Photonics lighting will be applied to objects. Beyond this distance, vanilla lighting will be used instead. This is to prevent issues where far away light sources are not illuminating things. §e[*]§r Max Lights amount might need to be increased for higher values of this option to work properly. value.PHOTONICS_MAX_ALLOWED_DISTANCE.6=6 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.7=7 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.8=8 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.9=9 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.10=10 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.11=11 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.12=12 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.13=13 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.14=14 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.15=15 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.16=16 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.17=17 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.18=18 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.19=19 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.20=20 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.21=21 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.22=22 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.23=23 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.24=24 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.25=25 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.26=26 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.27=27 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.28=28 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.29=29 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.30=30 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.31=31 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.32=32 Chunks value.PHOTONICS_MAX_ALLOWED_DISTANCE.100=Render Distance option.CUSTOM_SKY_SUPPORT=Custom Skybox Support option.CUSTOM_SKY_SUPPORT.comment=Adds support for custom skyboxes including modded ones such as Stellar View. option.CUSTOM_SKY_MOD_SUPPORT=Sky Mod Support option.CUSTOM_SKY_MOD_SUPPORT.comment=Adds support for custom sky mods such as Caelum or Astrocraft. Might perhaps break some things, not tested with many mods. option.DISTANT_HORIZONS_SSAO=Edge Shadow (SSAO) option.DISTANT_HORIZONS_SSAO.comment=Enables SSAO (Screen Space Ambient Occlusion) in Distant Horizons Chunks. §e[*]§r This option only works if Distant Horizons is installed. §e[*]§r Requires Edge Shadow (SSAO) Quality to be set to not be set to OFF in the Performance Settings. option.DH_BLENDING=Distant Horizons Blending option.DH_BLENDING.comment=Smoothly blends the transition between Distant Horizons chunks and normal chunks. §e[*]§r This option only works if Distant Horizons is installed. option.PIXELATED_SHADOWS_MODE=Pixelated Shadows Mode option.PIXELATED_SHADOWS_MODE.comment=Changes the way pixelated shadows are rendered. Automatic is default and best for most cases, the manual resolutions should only be used when the used resourcepacks have mismatched texture resolutions. §e[*]§r Pixelated shadows need to be enabled for this option to work value.PIXELATED_SHADOWS_MODE.0=Automatic value.PIXELATED_SHADOWS_MODE.8=Manual 8x value.PIXELATED_SHADOWS_MODE.16=Manual 16x value.PIXELATED_SHADOWS_MODE.32=Manual 32x value.PIXELATED_SHADOWS_MODE.64=Manual 64x value.PIXELATED_SHADOWS_MODE.128=Manual 128x