Kurotani Takeo(讨论 | 贡献) 小 (更新) |
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#shaders/lang/zh_CN.lang | |||
#Profiles | |||
profile.POTATO=§4最低 | |||
profile.VERYLOW=§6非常低 | |||
profile.LOW=§e低 | |||
profile.MEDIUM=§a中 | |||
profile.HIGH=§b高(默认) | |||
profile.VERYHIGH=§9非常高 | |||
profile.ULTRA=§d极致 | |||
profile.comment=光影预设配置配置以经过优化的视效/性能比来修改“性能配置”. §e[*]§r 建议使用预设配置. §e[*]§r 所有受影响的配置均可在菜单中找到. | |||
#Information | |||
screen.INFORMATION=信息 | |||
screen.INFORMATION.comment=这部分按钮仅用于提供信息 | |||
option.info0=§b将鼠标悬停在按钮上 | |||
value.info0.0= | |||
option.info0.comment=这部分按钮仅用于提供信息 | |||
option.info1=如何得到更好的性能 | |||
value.info1.0= | |||
option.info1.comment=Minecraft的性能是一个复杂的话题,因为它受到了很多因素的影响,但你可以尝试以下方法:. 1 降低你的渲染距离:最佳渲染距离应该在6 ~ 16,几乎适用于所有设备。. 2 降低光影配置。这些配置经过了仔细的测试,以达到最佳的视觉/性能比。. 更多信息将在以后添加。 | |||
option.info2=什么是最佳配置 | |||
value.info2.0= | |||
option.info2.comment=最佳配置是主观的,但使用默认配置是大多数人的最佳选择. 默认配置由多年来社区的评估和反馈得来,同时注重视效/性能比. 但你仍然可以自由地调整配置并从中得到乐趣! | |||
option.info3=什么是“预设配置”和“视觉风格” | |||
value.info3.0= | |||
option.info3.comment=“预设配置”只会改变“性能设置”菜单中的设置,而不影响任何基于偏好的设置. “视觉风格”会改变许多基于偏好的设置的“默认风格”,但它对性能影响不大。. §7(因为Complementary分为Reimagined和Unbound两种风格,也就是“视觉效果”,性能设置并不会修改风格上的设置——译者注) | |||
option.info4=什么是“资源包支持” | |||
value.info4.0= | |||
option.info4.comment=“资源包支持”选项决定了光影如何处理Minecraft中的不同方块。例如 §b集成PBR+§r 会自动把金块当作反射物体,而 §elabPBR§r 和 §eSEUSPBR§r 则需要你安装PBR资源包来告诉光影。. 将“资源包支持”设置为 §a基础§r 会使除了水体等少数例外之外,没有任何方块是“特殊”的。. §7(浅显来说的话,“集成PBR+”会将所有普通纹理处理成带有深度和反光度等信息的PBR纹理,效果非常优秀!——译者注) | |||
option.info5=如何修复mod不兼容问题 | |||
value.info5.0= | |||
option.info5.comment=光影包由于其工作方式的原因,不可避免地会与一些模组不兼容,但你可以查看这个关于Complementary光影包的模组问题的信息页面,了解一些已知的修复方法。www.complementary.dev/mod-issues | |||
option.info6= | |||
value.info6.0= | |||
option.info6.comment= | |||
option.info7= | |||
value.info7.0= | |||
option.info7.comment= | |||
option.info8=如何加入Complementary光影社区 | |||
value.info8.0= | |||
option.info8.comment=您可以加入Complementary的Discord,与开发者或经验丰富的社区成员联系. www.complementary.dev/discord | |||
option.info9=如何支持Complementary | |||
value.info9.0= | |||
option.info9.comment=与您的朋友或社交媒体分享是支持Complementary的最佳方式。. 当然,您也可以在Patreon上直接资持开发者!. www.patreon.com/emingt | |||
option.info10=致谢 | |||
value.info10.0= | |||
option.info10.comment=EminGT:Complementary的主要开发者. Capt Tatsu:BSL光影的开发者,他的慷慨付出促成了Complementary. 特别鸣谢: IMS212, sp614x, Chocapic13, Robobo1221, SixthSurge, null511, fayer3, catlikecoding, Builderb0y, Jessie, SpacEagle17, isuewo, flytrap | |||
#Style | |||
option.SHADER_STYLE=视觉风格 | |||
option.SHADER_STYLE.comment=决定了光影包的默认视觉风格. §bReimagined§r: 在保留了Minecraft独特视觉元素的同时进行补充. §dUnbound§r: 用半写实的奇幻风格重新设计Minecraft的视觉效果. §e[*]§r 受影响的设置:水体样式、云样式、日/月样式、日/月角度、极光样式 | |||
value.SHADER_STYLE.1=§bReimagined | |||
value.SHADER_STYLE.4=§dUnbound | |||
#Screens | |||
screen.PERFORMANCE_SETTINGS=§e性能设置§r | |||
screen.PERFORMANCE_SETTINGS.comment=与性能直接相关的设置,并由不同的光影配置文件进行更改。 | |||
screen.ATMOSPHERE_SETTINGS=大气 | |||
screen.ATMOSPHERE_SETTINGS.comment=与大气相关的设置 | |||
screen.ATM_COLOR_SETTINGS=大气颜色倍率 | |||
screen.ATM_COLOR_SETTINGS.comment=启用自定义的大气颜色,主要表现于在天空和雾 | |||
screen.MORNING_ATM_MULTS=日出/日落 | |||
screen.NOON_ATM_MULTS=正午 | |||
screen.NIGHT_ATM_MULTS=夜晚 | |||
screen.RAIN_ATM_MULTS=雨雪天气 | |||
screen.NETHER_ATM_MULTS=下界 | |||
screen.END_ATM_MULTS=末地 | |||
screen.CLOUD_SETTINGS=云 | |||
screen.CLOUD_SETTINGS.comment=与云相关的设置 | |||
screen.CLOUD_COLOR_SETTINGS=云的颜色 | |||
screen.CLOUD_COLOR_SETTINGS.comment=更改云彩颜色的设置. | |||
screen.CLOUD_UNBOUND_SETTINGS=Unbound 云设置 | |||
screen.CLOUD_REIMAGINED_SETTINGS=Reimagined 云设置 | |||
screen.FOG_SETTINGS=雾 | |||
screen.FOG_SETTINGS.comment=与几种雾相关的设置. | |||
screen.SUN_MOON_SETTINGS=太阳 / 月亮 | |||
screen.SUN_MOON_SETTINGS.comment=与日月相关的设置 | |||
screen.NETHER_SETTINGS=下界 | |||
screen.NETHER_SETTINGS.comment=与下界相关的设置 | |||
screen.CAMERA_SETTINGS=镜头 | |||
screen.CAMERA_SETTINGS.comment=与视觉/镜头相关的设置. | |||
screen.TONEMAP_SETTINGS=色彩平衡 | |||
screen.TONEMAP_SETTINGS.comment=决定视觉色彩平衡的设置. | |||
screen.COLORGRADING_SETTINGS=调色 | |||
screen.COLORGRADING_SETTINGS.comment=与混合最终色彩通道相关的设置. | |||
screen.WORLD_BLUR_SETTINGS=景深 | |||
screen.WORLD_BLUR_SETTINGS.comment=与景深效果相关的设置 | |||
screen.MATERIAL_SETTINGS=纹理 | |||
screen.MATERIAL_SETTINGS.comment=与Minecraft纹理相关的设置. | |||
screen.IPBR_SETTINGS=集成PBR+ 设置 | |||
screen.IPBR_SETTINGS.comment=与 集成PBR+ 相关的设置. | |||
screen.GLOWING_ORE_SETTINGS=矿物发光 | |||
screen.GLOWING_ORE_SETTINGS.comment=关于矿物发光的设置. | |||
screen.GLOWING_STUFF_SETTINGS=物品发光 | |||
screen.GLOWING_STUFF_SETTINGS.comment=调整杂项物品发光的设置. | |||
screen.OTHER_IPBR_SETTINGS=其他 | |||
screen.OTHER_IPBR_SETTINGS.comment=其他与 集成PBR+ 相关的设置. | |||
screen.CUSTOM_PBR_SETTINGS=labPBR/SEUSPBR 纹理设置 | |||
screen.CUSTOM_PBR_SETTINGS.comment=与 labPBR/SEUSPBR 纹理相关的设置. | |||
screen.LIGHTING_SETTINGS=光照 | |||
screen.LIGHTING_SETTINGS.comment=与光照相关的设置. | |||
screen.LIGHT_COLOR_SETTINGS=光照颜色倍率 | |||
screen.LIGHT_COLOR_SETTINGS.comment=启用自定义的光照颜色,作用于所有表面上. | |||
screen.MORNING_LIGHT_MULTS=日出/日落 | |||
screen.NOON_LIGHT_MULTS=正午 | |||
screen.NIGHT_LIGHT_MULTS=夜晚 | |||
screen.RAIN_LIGHT_MULTS=雨雪天气 | |||
screen.NETHER_LIGHT_MULTS=下界 | |||
screen.END_LIGHT_MULTS=末地 | |||
screen.BLOCKLIGHT_COLOR_SETTINGS=方块光源颜色 | |||
screen.BLOCKLIGHT_COLOR_SETTINGS.comment=与杂项方块发光效果相关的设置. | |||
screen.MOON_PHASE_INF_SETTINGS=月相影响 | |||
screen.MOON_PHASE_INF_SETTINGS.comment=决定不同月相对夜间光照的影响. | |||
screen.WATER_SETTINGS=水体 | |||
screen.WATER_SETTINGS.comment=与水体效果相关的设置. | |||
screen.WATER_COLOR_SETTINGS=水面颜色 | |||
screen.UNDERWATER_COLOR_SETTINGS=水下颜色 | |||
screen.WATER_WAVE_SETTINGS=水波 §e[*]§r | |||
screen.WATER_WAVE_SETTINGS.comment=用于自定义水面上看到的水波(法线)的设置. §e[*]§r 这些设置仅在水的样式设置为 “Reimagined + Waves” 或 “Unbound” 时才生效. | |||
screen.WAVING_SETTINGS=摇晃纹理 | |||
screen.WAVING_SETTINGS.comment=与摇晃纹理相关的设置. | |||
screen.OTHER_SETTINGS=其他 | |||
screen.OTHER_SETTINGS.comment=不属于任何其他类别的设置. | |||
screen.SELECT_OUTLINE_SETTINGS=选择轮廓 | |||
screen.SELECT_OUTLINE_SETTINGS.comment=更改选框相关的设置. | |||
screen.WORLD_OUTLINE_SETTINGS=世界描边 | |||
screen.WORLD_OUTLINE_SETTINGS.comment=与可选轮廓效果相关的设置. | |||
#Settings | |||
option.RP_MODE=资源包支持 | |||
option.RP_MODE.comment=更改了许多内部的计算,以确定如何渲染不同的方块和材质. §b集成PBR+§r: 计算得到的PBR纹理和一些额外效果,强烈推荐用于大多数情况. §a基础§r: 没有PBR纹理或额外效果. §elabPBR/SEUSPBR§r: 使用PBR资源包的材质 | |||
value.RP_MODE.0=§a基础 | |||
value.RP_MODE.1=§b集成PBR+ | |||
value.RP_MODE.2=§eSEUSPBR (需要PBR资源包) | |||
value.RP_MODE.3=§elabPBR (需要PBR资源包) | |||
option.WATER_QUALITY=水体质量 | |||
option.WATER_QUALITY.comment=调整水的视觉质量. §b高§r: 启用折射,并允许水波样式有更多细节. §a中§r: 默认. §e低§r: 没有边缘泡沫,没有花哨的透明度,没有变化的颜色强度,没有表面阴影,也没有波浪视差 | |||
value.WATER_QUALITY.1=§e低 | |||
value.WATER_QUALITY.2=§a中 | |||
value.WATER_QUALITY.3=§b高 | |||
option.WATER_REFLECT_QUALITY=水体反射质量 | |||
option.WATER_REFLECT_QUALITY.comment=调整半透明物体上的反射质量. §a中§r: 在水和半透明物体上进行屏幕空间光线追踪反射. §4最低§r: 用更快的方法替换水和半透明反射,可能在某些情况下看起来不正确. §c关§r: 没有反射 | |||
value.WATER_REFLECT_QUALITY.0=§c关 | |||
value.WATER_REFLECT_QUALITY.1=§4最低 | |||
value.WATER_REFLECT_QUALITY.2=§a中 | |||
option.BLOCK_REFLECT_QUALITY=方块反射质量 §e[*]§r | |||
option.BLOCK_REFLECT_QUALITY.comment=调整固体材质上的反射质量. §b高§r: 太阳/月亮高光+使用时域滤波器的更平滑的镜面反射. §a中§r: 太阳/月亮高光+镜面反射. §e低§r: 仅太阳/月亮高光. §e[*]§r RP支持选项必须设置为除“基础”外的任何内容,才能出现任何镜面反射 | |||
value.BLOCK_REFLECT_QUALITY.0=§c关 | |||
value.BLOCK_REFLECT_QUALITY.1=§e低 | |||
value.BLOCK_REFLECT_QUALITY.2=§a中 | |||
value.BLOCK_REFLECT_QUALITY.3=§b高 | |||
option.REALTIME_SHADOWS=实时阴影 | |||
option.REALTIME_SHADOWS.comment=启用根据地形和太阳/月亮角度移动的传统阴影. §e[*]§r 禁用此选项将导致光轴无法工作,并停用其他阴影选项 | |||
value.REALTIME_SHADOWS.true=§b开 | |||
value.REALTIME_SHADOWS.false=§c关 | |||
option.SHADOW_QUALITY=阴影采样质量 | |||
option.SHADOW_QUALITY.comment=调整阴影质量. 每个等级都会进一步减少噪声和伪影, 低于 §b高§r 的选项将在树叶上使用优化的阴影; §6非常低§r 选项将会以多种方式大幅降低阴影质量. | |||
value.SHADOW_QUALITY.0=§6非常低 | |||
value.SHADOW_QUALITY.1=§e低 | |||
value.SHADOW_QUALITY.2=§a中 | |||
value.SHADOW_QUALITY.3=§b高 | |||
value.SHADOW_QUALITY.4=§9非常高 | |||
value.SHADOW_QUALITY.5=§d极致 | |||
option.LIGHTSHAFT_QUALI_DEFINE=光束质量 | |||
option.LIGHTSHAFT_QUALI_DEFINE.comment=调整光束的质量. 每个等级都会进一步减少光束的噪声和伪影. §7(丁达尔效应——译者注) | |||
value.LIGHTSHAFT_QUALI_DEFINE.0=§c关 | |||
value.LIGHTSHAFT_QUALI_DEFINE.1=§e低 | |||
value.LIGHTSHAFT_QUALI_DEFINE.2=§a中 | |||
value.LIGHTSHAFT_QUALI_DEFINE.3=§b高 | |||
value.LIGHTSHAFT_QUALI_DEFINE.4=§9非常高 | |||
option.shadowDistance=阴影距离 | |||
option.shadowDistance.comment=调整实时阴影与玩家间的渲染距离. §e[*]§r 该值的上限为渲染距离. §c[-]§r 过低的值可能会导致光轴过度泄露. | |||
value.shadowDistance.64.0=§e4 区块 §c[-] | |||
value.shadowDistance.80.0=§e5 区块 §c[-] | |||
value.shadowDistance.96.0=§e6 区块 §c[-] | |||
value.shadowDistance.112.0=§e7 区块 §c[-] | |||
value.shadowDistance.128.0=§a8 区块 | |||
value.shadowDistance.160.0=§a10 区块 | |||
value.shadowDistance.192.0=§b12 区块 | |||
value.shadowDistance.224.0=§b14 区块 | |||
value.shadowDistance.256.0=§b16 区块 | |||
value.shadowDistance.320.0=§d20 区块 | |||
value.shadowDistance.384.0=§d24 区块 | |||
value.shadowDistance.512.0=§d32 区块 | |||
value.shadowDistance.768.0=§d48 区块 | |||
value.shadowDistance.1024.0=§d64 区块 | |||
option.ENTITY_SHADOWS=实体阴影 | |||
option.ENTITY_SHADOWS.comment=允许实体和方块实体投射阴影 | |||
value.ENTITY_SHADOWS.true=§d开 | |||
value.ENTITY_SHADOWS.false=§e关 | |||
option.DETAIL_QUALITY=细节质量 | |||
option.DETAIL_QUALITY.comment=调整影响性能的几个项目。调整以下内容的质量:TAA抗锯齿,光照处理,夜晚星云,下界风暴,末地光束,天空反射效果 | |||
value.DETAIL_QUALITY.0=§4最低 | |||
value.DETAIL_QUALITY.2=§a中 | |||
value.DETAIL_QUALITY.3=§b高 | |||
option.CLOUD_QUALITY=云质量 | |||
option.CLOUD_QUALITY.comment=调整两种视觉风格下,云的光照、细节和采样质量. §e[*]§r 该选项只支持Unbound和Reimagined风格下的云 | |||
value.CLOUD_QUALITY.0=§c关 | |||
value.CLOUD_QUALITY.1=§e低 | |||
value.CLOUD_QUALITY.2=§a中 | |||
value.CLOUD_QUALITY.3=§b高 | |||
option.SSAO_QUALI_DEFINE=边缘阴影质量(SSAO) | |||
option.SSAO_QUALI_DEFINE.comment=调整屏幕空间环境光遮蔽的质量,该功能会在场景的边缘添加额外的环境阴影。每个等级都会进一步减少SSAO噪声伪像. §7(——译者注) | |||
value.SSAO_QUALI_DEFINE.0=§c关 | |||
value.SSAO_QUALI_DEFINE.2=§a中 | |||
value.SSAO_QUALI_DEFINE.3=§b高 | |||
value.SSAO_QUALI_DEFINE.5=§d极致 | |||
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) for best results. | |||
value.ANISOTROPIC_FILTER.0=§e关 | |||
value.ANISOTROPIC_FILTER.4=§a4x | |||
value.ANISOTROPIC_FILTER.8=§b8x | |||
value.ANISOTROPIC_FILTER.16=§d16x | |||
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=§c关 | |||
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=§c关 | |||
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 区块 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=§c关 | |||
value.LIGHTSHAFT_BEHAVIOUR.1=Scene Aware §a[+] | |||
value.LIGHTSHAFT_BEHAVIOUR.2=Regular | |||
value.LIGHTSHAFT_BEHAVIOUR.3=Extreme §c[-] | |||
option.LIGHTSHAFT_DAY_I=Light Shaft Day Multiplier | |||
option.LIGHTSHAFT_NIGHT_I=Light Shaft Night Multiplier | |||
option.LIGHTSHAFT_RAIN_I=Light Shaft Rain Multiplier | |||
option.CLOUD_STYLE_DEFINE=Cloud Style | |||
option.CLOUD_STYLE_DEFINE.comment=Determines the style of clouds. §e[*]§r "Default Style" means that the setting will be automatically determined by the "Visual Style" setting in the main menu of Shader Options. §e[*]§r The "Vanilla" style requires clouds to be enabled in Video Settings. | |||
value.CLOUD_STYLE_DEFINE.-1=Default Style | |||
value.CLOUD_STYLE_DEFINE.0=§c关 | |||
value.CLOUD_STYLE_DEFINE.1=Reimagined | |||
value.CLOUD_STYLE_DEFINE.3=Unbound | |||
value.CLOUD_STYLE_DEFINE.50=Vanilla §e[*] | |||
option.CLOUD_SHADOWS=Cloud Shadows | |||
option.CLOUD_SHADOWS.comment=Enables shadows that are cast from the clouds. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles. §e[*]§r Cloud shadows will be randomly generated if Cloud Style is set to "Unbound", because of the extra complexity of Unbound clouds. | |||
option.CLOUD_CLOSED_AREA_CHECK=Prevent Clouds in Interiors | |||
option.CLOUD_CLOSED_AREA_CHECK.comment=Does additional checks to remove clouds in closed areas. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles. §e[*]§r This setting will be treated as disabled if "Real-Time Shadows" are also disabled. | |||
option.CLOUD_ALT1=Cloud Altitude | |||
option.CLOUD_ALT1.comment=Determines the world height which the clouds will appear at. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles. | |||
option.CLOUD_SPEED_MULT=Cloud Speed | |||
option.CLOUD_SPEED_MULT.comment=Determines how fast the clouds are going to move. "Synced to World Time" setting uses Minecraft world time to advance the cloud positions; this allows for clouds to appear the same between players in the same server. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles. | |||
value.CLOUD_SPEED_MULT.100=Synced to World Time | |||
option.CLOUD_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 Size | |||
option.CLOUD_UNBOUND_SIZE_MULT.comment=Adjusts the size of Unbound clouds. Higher values produce smaller clouds. | |||
option.CLOUD_UNBOUND_RAIN_ADD=Rain Cloud Addition | |||
option.CLOUD_UNBOUND_RAIN_ADD.comment=Adjusts the cloud amount increase that gets applied during rain/snow. | |||
prefix.CLOUD_UNBOUND_RAIN_ADD=+ | |||
option.DOUBLE_REIM_CLOUDS=Double Reimagined Clouds | |||
option.DOUBLE_REIM_CLOUDS.comment=Enables a secondary Reimagined cloud layer. §e[*]§r This setting only works with the "Reimagined" Cloud Style. | |||
option.CLOUD_ALT2=Cloud Layer 2 Altitude | |||
option.CLOUD_ALT2.comment=Determines the world height which the second layer clouds will appear at. §e[*]§r This setting only works when the "Double Reimagined Clouds" option is enabled with the "Reimagined" Cloud Style. | |||
option.NETHER_STORM=Nether Storm | |||
option.NETHER_STORM.comment=Adds a smoke-like volumetric effect to the Nether dimension. §c[-]§r This effect can impact performance. | |||
option.NETHER_STORM_I=Nether Storm Opacity | |||
option.NETHER_STORM_I.comment=Adjusts the opacity of the Nether Storm. | |||
option.NETHER_STORM_LOWER_ALT=Nether Storm Lower Altitude | |||
option.NETHER_STORM_LOWER_ALT.comment=Determines the lower starting point of the Nether Storm. The Nether Storm won't appear below this altitude, and it will look the most bright right above this altitude. | |||
option.NETHER_STORM_HEIGHT=Nether Storm Height | |||
option.NETHER_STORM_HEIGHT.comment=Determines how tall the Nether Storm will form. Decrasing this value will result in the Nether Storm gathering near the "Nether Storm Lower Altitude". | |||
option.NETHER_VIEW_LIMIT=Nether View Limit | |||
option.NETHER_VIEW_LIMIT.comment=Determines the maximum distance that the fog allows to be visible in the Nether. §c[-]§r Increasing this setting can impact performance when "Nether Storm" is enabled. | |||
value.NETHER_VIEW_LIMIT.96.0=6 区块 | |||
value.NETHER_VIEW_LIMIT.112.0=7 区块 | |||
value.NETHER_VIEW_LIMIT.128.0=8 区块 | |||
value.NETHER_VIEW_LIMIT.160.0=10 区块 | |||
value.NETHER_VIEW_LIMIT.192.0=12 区块 | |||
value.NETHER_VIEW_LIMIT.224.0=14 区块 | |||
value.NETHER_VIEW_LIMIT.256.0=16 区块 | |||
value.NETHER_VIEW_LIMIT.320.0=20 区块 | |||
value.NETHER_VIEW_LIMIT.384.0=24 区块 | |||
value.NETHER_VIEW_LIMIT.512.0=32 区块 §c[-] | |||
value.NETHER_VIEW_LIMIT.768.0=48 区块 §c[-] | |||
value.NETHER_VIEW_LIMIT.1024.0=64 区块 §c[-] | |||
value.NETHER_VIEW_LIMIT.99999.0=Limitless §c[-] | |||
option.NETHER_COLOR_MODE=Color Mode | |||
option.NETHER_COLOR_MODE.comment=Determines how the ambience colors will be handled in the Nether. Constant: Colors won't change between biomes. Biome Based: Colors will change depending on the biome. Biome Based (Modified): Biome based, but the colors have been rebalanced to better suit the default visual direction of Complementary. | |||
value.NETHER_COLOR_MODE.3=Biome Based (Modified) | |||
value.NETHER_COLOR_MODE.2=Biome Based | |||
value.NETHER_COLOR_MODE.0=Constant | |||
option.T_EXPOSURE=General Brightness | |||
option.T_EXPOSURE.comment=Also known as "Tonemap Exposure". Adjusts the overall brightness of the whole image. | |||
option.TM_WHITE_CURVE=White Brightness | |||
option.TM_WHITE_CURVE.comment=Also known as "Tonemap White Curve". Adjusts how easily the colors reach to full white. | |||
option.T_UPPER_CURVE=Contrast of Brighter Colors | |||
option.T_UPPER_CURVE.comment=Also known as "Tonemap Upper Curve". Adjusts contrast of brighter colors. | |||
option.T_LOWER_CURVE=Contrast of Darker Colors | |||
option.T_LOWER_CURVE.comment=Also known as "Tonemap Lower Curve". Adjusts contrast of darker colors. | |||
option.T_SATURATION=Saturation | |||
option.T_SATURATION.comment=Adjusts overall colorfulness of the image. | |||
option.T_VIBRANCE=Saturation of Paler Colors | |||
option.T_VIBRANCE.comment=Also known as "Vibrance". Adjusts the colorfulness of the image, but already colorful pixels are less affected. | |||
option.COLORGRADING=§eColor Grading | |||
option.COLORGRADING.comment=Enables settings to freely mix up the final color channels. | |||
option.GR_RR=Red to Red | |||
option.GR_RG=Red to Green | |||
option.GR_RB=Red to Blue | |||
option.GR_RC=Red Curve | |||
option.GR_GR=Green to Red | |||
option.GR_GG=Green to Green | |||
option.GR_GB=Green to Blue | |||
option.GR_GC=Green Curve | |||
option.GR_BR=Blue to Red | |||
option.GR_BG=Blue to Green | |||
option.GR_BB=Blue to Blue | |||
option.GR_BC=Blue Curve | |||
option.WATER_STYLE_DEFINE=Water Style | |||
option.WATER_STYLE_DEFINE.comment=Determines the style of water. §e[*]§r "Default Style" means that the setting will be automatically determined by the "Visual Style" setting in the main menu of Shader Options. | |||
value.WATER_STYLE_DEFINE.-1=Default Style | |||
value.WATER_STYLE_DEFINE.1=Reimagined | |||
value.WATER_STYLE_DEFINE.2=Reimagined + Waves | |||
value.WATER_STYLE_DEFINE.3=Unbound | |||
option.WATER_CAUSTIC_STYLE_DEFINE=Water Caustic Style | |||
option.WATER_CAUSTIC_STYLE_DEFINE.comment=Determines the style of water shadows, also known as water caustics. | |||
value.WATER_CAUSTIC_STYLE_DEFINE.-1=Same as Water | |||
value.WATER_CAUSTIC_STYLE_DEFINE.1=Reimagined | |||
value.WATER_CAUSTIC_STYLE_DEFINE.3=Unbound | |||
option.WATER_REFRACTION_INTENSITY=Water Refraction Intensity §e[*]§r | |||
option.WATER_REFRACTION_INTENSITY.comment=Adjusts the intensity of water refraction and underwater distortion. §e[*]§r This setting only fully works when the Water Quality is set to "High" or higher, or else it will only affect the subtle underwater distortion. | |||
option.WATER_FOAM_I=Water Foam Intensity | |||
option.WATER_FOAM_I.comment=Determines the opacity of foam seen on water edges. §e[*]§r This setting only works when the Water Material Quality is set to Medium or 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. | |||
option.WATER_FOG_MULT=Water Fog Factor | |||
option.WATER_FOG_MULT.comment=Adjusts how close the water fog looks. Higher values provide closer fog. §c[-]§r Extreme values will break the balance of water lighting. | |||
option.WATERCOLOR_R=Water Surface Red Multiplier | |||
option.WATERCOLOR_G=Water Surface Green Multiplier | |||
option.WATERCOLOR_B=Water Surface Blue Multiplier | |||
option.WATERCOLOR_MODE=Color Mode | |||
option.WATERCOLOR_MODE.comment=Determines how the water color will be handled. Constant: Water colors won't change between biomes. Biome Based: Color will change depending on the biome. Biome Based (Clamped): Biome based, but prevents the surface color from getting weird in certain biomes. §e[*]§r This setting won't work correctly on Minecraft versions below 1.13. | |||
value.WATERCOLOR_MODE.3=Biome Based (Clamped) | |||
value.WATERCOLOR_MODE.2=Biome Based | |||
value.WATERCOLOR_MODE.0=Constant | |||
option.BRIGHT_CAVE_WATER=Brighter Shallow/Cave Water | |||
option.BRIGHT_CAVE_WATER.comment=Makes shallow water or water in closed areas brighter to improve visibility in caves, and add some color detail to the shallow parts of oceans. §e[*]§r This effect won't work if Water Opacity Factor is set higher than 199 for technical reasons. | |||
option.UNDERWATERCOLOR_R=Underwater Red Multiplier | |||
option.UNDERWATERCOLOR_G=Underwater Green Multiplier | |||
option.UNDERWATERCOLOR_B=Underwater Blue Multiplier | |||
option.WATER_BUMPINESS=Wave Strength | |||
option.WATER_BUMPINESS.comment=Adjusts the intensity of surface-direction waves (normals) seen on water. | |||
option.WATER_BUMP_SMALL=Wave Strength - Small Waves | |||
option.WATER_BUMP_SMALL.comment=Adjusts the intensity of waves that are smaller than others. | |||
option.WATER_BUMP_MED=Wave Strength - Medium Waves | |||
option.WATER_BUMP_MED.comment=Adjusts the intensity of waves that are average-sized compared to others. | |||
option.WATER_BUMP_BIG=Wave Strength - Large Waves | |||
option.WATER_BUMP_BIG.comment=Adjusts the intensity of waves that are larger than others. | |||
option.WATER_SPEED_MULT=Wave Speed | |||
option.WATER_SPEED_MULT.comment=Adjusts the movement speed of surface-direction waves (normals) seen on water. | |||
option.WATER_SIZE_MULT=Wave Size | |||
option.WATER_SIZE_MULT.comment=Adjusts how big the surface-direction waves (normals) look on water. | |||
option.SUN_ANGLE=Sun/Moon Angle | |||
option.SUN_ANGLE.comment=Adjusts the angle of sun/moon relative to the world during noon. §a[+]§r Reimagined's lighting model is specially designed to make the "0" sun angle work just as well as others. | |||
value.SUN_ANGLE.-1=Default Style | |||
value.SUN_ANGLE.0=0 §r(§bReimagined§r) | |||
value.SUN_ANGLE.-40=-40 §r(§dUnbound§r) | |||
option.SUN_MOON_STYLE_DEFINE=Sun/Moon Style | |||
option.SUN_MOON_STYLE_DEFINE.comment=Determines the style of sun/moon. §e[*]§r This setting might interact incorrectly with some resource packs due to the limitations of sun/moon/skybox differentiation. | |||
value.SUN_MOON_STYLE_DEFINE.-1=Default Style | |||
value.SUN_MOON_STYLE_DEFINE.1=Reimagined | |||
value.SUN_MOON_STYLE_DEFINE.2=Unbound | |||
value.SUN_MOON_STYLE_DEFINE.3=Unbound - Smaller | |||
option.SUN_MOON_HORIZON=Sun/Moon Horizon | |||
option.SUN_MOON_HORIZON.comment=Prevents the sun/moon from appearing below the horizon line. | |||
option.SUN_MOON_DURING_RAIN=Sun/Moon During Rain | |||
option.SUN_MOON_DURING_RAIN.comment=Determines if the sun and moon will be visible during rain or not. | |||
option.NIGHT_STAR_AMOUNT=Night Star Amount | |||
option.NIGHT_STAR_AMOUNT.comment=Determines the amount of stars in the night sky. | |||
value.NIGHT_STAR_AMOUNT.2=Medium | |||
value.NIGHT_STAR_AMOUNT.3=High | |||
option.RAINBOWS=Rainbows | |||
option.RAINBOWS.comment=Enables rainbows that appear at the opposite side of the sun during the morning/evening. | |||
value.RAINBOWS.0=OFF | |||
value.RAINBOWS.1=After Rain | |||
value.RAINBOWS.3=Always | |||
option.AURORA_STYLE_DEFINE=Aurora Borealis Style | |||
option.AURORA_STYLE_DEFINE.comment=Determines the style of northern lights that appear in the night sky. | |||
value.AURORA_STYLE_DEFINE.-1=Default Style | |||
value.AURORA_STYLE_DEFINE.0=§c关 | |||
value.AURORA_STYLE_DEFINE.1=Reimagined | |||
value.AURORA_STYLE_DEFINE.2=Unbound | |||
option.AURORA_CONDITION=Aurora | |||
option.AURORA_CONDITION.comment=Determines the condition(s) for the Aurora Borealis to appear. §e[*]§r Aurora Borealis will only appear during night regardless of this setting | |||
value.AURORA_CONDITION.0=Every Night | |||
value.AURORA_CONDITION.1=Full Moon | |||
value.AURORA_CONDITION.2=Snowy Biome | |||
value.AURORA_CONDITION.3=Full Moon in Snowy Biome | |||
value.AURORA_CONDITION.4=Full Moon or Snowy Biome | |||
option.NIGHT_NEBULA=Night Nebulae | |||
option.NIGHT_NEBULA.comment=Adds galaxy-style nebulae to the night sky. The nebulae are procedurally generated, and they will look different every night. §c[-]§r This effect can impact performance. §e[*]§r "Nebulae" isn't a typo, it's the plural of Nebula =D | |||
option.NIGHT_NEBULA_I=Night Nebula Brightness | |||
option.NIGHT_NEBULA_I.comment=Adjusts the brightness of Night Nebulae. | |||
option.WEATHER_TEX_OPACITY=Weather Texture Opacity | |||
option.WEATHER_TEX_OPACITY.comment=Adjusts the opacity of the rainfall/snowfall weather textures. | |||
option.SHADOW_SMOOTHING=Shadow Smoothing | |||
option.SHADOW_SMOOTHING.comment=Determines the sharpness of shadows. §c[-]§r Lowering this setting will increase shadow flickering and impact performance. §e[*]§r This setting only works if Shadow Sample Quality is set to Low or higher. | |||
value.SHADOW_SMOOTHING.4=Very Smooth | |||
value.SHADOW_SMOOTHING.3=Smooth | |||
value.SHADOW_SMOOTHING.2=Sharp §c[-] | |||
value.SHADOW_SMOOTHING.1=Very Sharp §c[-] | |||
option.PIXEL_SHADOW=Pixelated Shadows | |||
option.PIXEL_SHADOW.comment=Modifies the world coordinates on a grid to make shadows pixelated. §e[*]§r This setting does not affect performance. | |||
value.PIXEL_SHADOW.0=OFF | |||
value.PIXEL_SHADOW.8=8x8 §e[*] | |||
value.PIXEL_SHADOW.16=16x16 §e[*] | |||
value.PIXEL_SHADOW.32=32x32 §e[*] | |||
value.PIXEL_SHADOW.64=64x64 §e[*] | |||
value.PIXEL_SHADOW.128=128x128 §e[*] | |||
option.BLOOM=Bloom | |||
option.BLOOM.comment=Enables blurry glow from bright objects and humidity. | |||
option.BLOOM_STRENGTH=Bloom Strength | |||
option.BLOOM_STRENGTH.comment=Determines the intensity of glow on bright things, and the bloom from rain/cave humidity. §c[-]§r Too much bloom will cause the image to get blurrier and brighter than intended, especially in humid conditions. | |||
value.BLOOM_STRENGTH.0.027=15% | |||
value.BLOOM_STRENGTH.0.036=20% | |||
value.BLOOM_STRENGTH.0.045=25% | |||
value.BLOOM_STRENGTH.0.054=30% | |||
value.BLOOM_STRENGTH.0.063=35% | |||
value.BLOOM_STRENGTH.0.072=40% | |||
value.BLOOM_STRENGTH.0.081=45% | |||
value.BLOOM_STRENGTH.0.09=50% | |||
value.BLOOM_STRENGTH.0.10=55% | |||
value.BLOOM_STRENGTH.0.11=60% | |||
value.BLOOM_STRENGTH.0.12=65% | |||
value.BLOOM_STRENGTH.0.13=70% | |||
value.BLOOM_STRENGTH.0.14=75% | |||
value.BLOOM_STRENGTH.0.15=80% §c[-] | |||
value.BLOOM_STRENGTH.0.16=85% §c[-] | |||
value.BLOOM_STRENGTH.0.17=90% §c[-] | |||
value.BLOOM_STRENGTH.0.18=95% §c[-] | |||
value.BLOOM_STRENGTH.0.19=100% §c[-] | |||
value.BLOOM_STRENGTH.0.21=110% §c[-] | |||
value.BLOOM_STRENGTH.0.23=120% §c[-] | |||
value.BLOOM_STRENGTH.0.25=130% §c[-] | |||
value.BLOOM_STRENGTH.0.28=150% §c[-] | |||
value.BLOOM_STRENGTH.0.32=180% §c[-] | |||
value.BLOOM_STRENGTH.10.00=§cInsane | |||
option.FXAA=Anti-Aliasing (FXAA) | |||
option.FXAA.comment=Enables Fast Approximate Anti-Aliasing (FXAA), which is basically an effect that produces smoother image. | |||
value.FXAA.true=§aON | |||
value.FXAA.false=§e关 | |||
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=Lens Flare | |||
option.LENSFLARE.comment=Adds camera lens reflection effect when towards the sun or moon. §c[-]§r This effect can severely impact performance. | |||
option.LENSFLARE_I=Lens Flare Intensity | |||
option.LENSFLARE_I.comment=Adjusts the strength of the Lens Flare effect. | |||
option.TAA_MODE=TAA Behaviour | |||
option.TAA_MODE.comment=Determines the behaviour of temporal anti aliasing. Smart & Subtle: TAA is applied in small amounts to the image in a way that won't cause artifacts. Intense: Provides better anti-aliasing, but it will cause extra smudging and flickering; it might be the better choice at a higher frame rate and resolution. | |||
value.TAA_MODE.1=Smart & Subtle | |||
value.TAA_MODE.2=Intense §c[-] | |||
option.MOTION_BLURRING=Motion Blur | |||
option.MOTION_BLURRING.comment=Applies blur to the image when moving the camera. | |||
option.MOTION_BLURRING_STRENGTH=Motion Blur Strength | |||
option.MOTION_BLURRING_STRENGTH.comment=Adjusts the intensity of motion blur. | |||
option.WORLD_BLUR=§eWorld Blur | |||
option.WORLD_BLUR.comment=Enables world blurring. Distance Blur: Blur gets applied like fog, depending on the distance from the camera. Depth of Field: Blurring happens depending on the focus point of the camera. §c[-]§r This effect can severely impact performance. | |||
value.WORLD_BLUR.0=OFF | |||
value.WORLD_BLUR.1=Distance Blur | |||
value.WORLD_BLUR.2=Depth of Field | |||
option.WB_FOV_SCALED=FOV Scaled Blur | |||
option.WB_FOV_SCALED.comment=Scales World Blur to the camera Field of View. World Blur will get more intense if you zoom in with this enabled. | |||
option.WB_CHROMATIC=Chromatic Blur | |||
option.WB_CHROMATIC.comment=Applies chromatic aberration to the blurry areas, separating different colors in blurred areas. | |||
option.WB_ANAMORPHIC=Anamorphic Blur | |||
option.WB_ANAMORPHIC.comment=Stretches the blur in one direction. §c[-]§r This option can reduce the quality of the World Blur | |||
option.WB_DOF_I=Depth of Field Strength | |||
option.WB_DOF_FOCUS=Depth of Field Focus | |||
option.WB_DOF_FOCUS.comment=Determines the focus distance of the camera. Automatic: The focus point will be adjusted according to the center point of the screen. Brightness: The focus point will be determined by the "Brightness" slider in Video Settings. | |||
value.WB_DOF_FOCUS.-1=Brightness §e[*] | |||
value.WB_DOF_FOCUS.0=Automatic | |||
option.WB_DB_DAY_I=Dis. Blur - Day | |||
option.WB_DB_NIGHT_I=Dis. Blur - Night & Interiors | |||
option.WB_DB_RAIN_I=Dis. Blur - Rain & Snow | |||
option.WB_DB_WATER_I=Dis. Blur - Underwater | |||
option.WB_DB_NETHER_I=Dis. Blur - The Nether | |||
option.WB_DB_END_I=Dis. Blur - The End | |||
option.VIGNETTE_R=Vignette | |||
option.VIGNETTE_R.comment=Applies darkening around the edges of the screen. | |||
option.CHROMA_ABERRATION=Chromatic Aberration | |||
option.CHROMA_ABERRATION.comment=Separates different colors towards the edges of the screen. §c[-] Chromatic Aberration can cause the image to feel blurry; high values aren't recommended for gameplay. | |||
value.CHROMA_ABERRATION.4=4 §c[-] | |||
value.CHROMA_ABERRATION.5=5 §c[-] | |||
value.CHROMA_ABERRATION.6=6 §c[-] | |||
value.CHROMA_ABERRATION.7=7 §c[-] | |||
value.CHROMA_ABERRATION.8=8 §c[-] | |||
option.FANCY_GLASS=Improved Glass | |||
option.FANCY_GLASS.comment=Improves the regular glass by adding a translucent layer to it. §c[-]§r Does not work on Iris because of a Sodium bug. §e[*]§r RP Support option must be set to Integrated PBR+. | |||
option.GREEN_SCREEN_LIME=Green Screen Lime Blocks | |||
option.GREEN_SCREEN_LIME.comment=Turns "Lime Concrete", "Lime Wool", and "Lime Carpet" into green screens for video editing. Tip 1: Turn off "Bloom" option to improve separation. Tip 2: Put lights under lime carpets for lighting. Tip 3: You can turn off Anti-Aliasing (FXAA) and set Detail Quality to Potato in Performance Settings to disable all filtering and get pixel-perfect separation. | |||
option.HAND_SWAYING=Hand Sway | |||
option.HAND_SWAYING.comment=Adds slow movement to the player hand to simulate a breathing animation. | |||
value.HAND_SWAYING.0=OFF | |||
value.HAND_SWAYING.1=Subtle | |||
value.HAND_SWAYING.2=Normal | |||
value.HAND_SWAYING.3=Intense | |||
option.LESS_LAVA_FOG=Less Fog Inside Lava or Snow | |||
option.LESS_LAVA_FOG.comment=Reduces the lava fog and powder snow fog to improve visibility inside them. | |||
option.REDUCE_CLOSE_PARTICLES=Reduce Close-up Particles | |||
option.REDUCE_CLOSE_PARTICLES.comment=Reduces the opacity of particles that are close to the camera to improve visibility. | |||
option.SNOWY_WORLD=Snowy World | |||
option.SNOWY_WORLD.comment=Makes the entire world covered with snow. | |||
option.SHOW_LIGHT_LEVEL=Show Light Levels | |||
option.SHOW_LIGHT_LEVEL.comment=In Overworld: Yellow means mobs can spawn during night time, red means mobs can spawn anytime. In Nether or End: Yellow means some mobs can spawn, red means all mobs can spawn. §e[*]§r Disable Smooth Lighting for precise results. | |||
value.SHOW_LIGHT_LEVEL.0=OFF | |||
value.SHOW_LIGHT_LEVEL.1=Hold Spider Eye | |||
value.SHOW_LIGHT_LEVEL.2=Hold Light Source | |||
value.SHOW_LIGHT_LEVEL.3=Always ON | |||
option.COLOR_CODED_PROGRAMS=Color Coded Programs §c[-]§r | |||
option.COLOR_CODED_PROGRAMS.comment=Shows which shader programs are being used to render geometry. §c[-]§r This option is only for development purposes and shouldn't be used for gameplay. §e[*]§r Color values can be found in the shader pack files: shaders/lib/misc/colorCodedPrograms.glsl | |||
option.GLOWING_COLORED_PARTICLES=Force Glowing Particles §c[-]§r | |||
option.GLOWING_COLORED_PARTICLES.comment=Makes all particles that are technically "colored" turn emissive. §c[-]§r This option isn't recommended for general gameplay as it makes a lot of particles glow when they are made of materials that shouldn't glow at all. | |||
option.MINIMUM_LIGHT_MODE=Cave Lighting | |||
option.MINIMUM_LIGHT_MODE.comment=Adds extra lighting to areas that don't have skylight. §a[+]§r "Default" option determines the lighting according to the "Brightness" slider in Video Settings. §c[-]§r Drastically changing this setting can break the lighting balance. | |||
value.MINIMUM_LIGHT_MODE.0=Very Dark | |||
value.MINIMUM_LIGHT_MODE.1=Dark | |||
value.MINIMUM_LIGHT_MODE.2=Default §a[+] | |||
value.MINIMUM_LIGHT_MODE.3=Bright | |||
value.MINIMUM_LIGHT_MODE.4=Very Bright | |||
value.MINIMUM_LIGHT_MODE.5=Ultra Bright §c[-] | |||
value.MINIMUM_LIGHT_MODE.6=Extreme Bright §c[-] | |||
option.AMBIENT_MULT=Shadow Light Multiplier | |||
option.AMBIENT_MULT.comment=Determines the amount of ambient lighting seen in shadows. §c[-]§r Drastically changing this setting can break the lighting balance. | |||
option.GENERATED_NORMALS=Generated Normals | |||
option.GENERATED_NORMALS.comment=Adds auto-generated bumpy details to surfaces. §e[*]§r RP Support option must be set to Integrated PBR+. | |||
option.COATED_TEXTURES=Coated Textures | |||
option.COATED_TEXTURES.comment=Adds auto-generated dusty details to textures. §e[*]§r RP Support option must be set to Integrated PBR+. | |||
option.ENTITY_GN_AND_CT=Allow GN and CT on Entities | |||
option.ENTITY_GN_AND_CT.comment=Decides if Generated Normals and Coated Textures can appear on entities. §e[*]§r This won't enable GN or CT on entities if the main GN or CT options are disabled. | |||
option.GENERATED_NORMAL_MULT=Generated Normal Strength | |||
option.GENERATED_NORMAL_MULT.comment=Adjusts the strength of auto-generated bumpy details on surfaces. | |||
option.COATED_TEXTURE_MULT=Coated Texture Strength | |||
option.COATED_TEXTURE_MULT.comment=Adjusts the strength of auto-generated dusty details on textures. | |||
option.GLOWING_ORE_MASTER=§eEnable Glowing Ores | |||
option.GLOWING_ORE_MASTER.comment=Enables the functionality of glowing ores. §e[*]§r Choosing "Default" will only enable glowing ores if the "Visual Style" is set to "Unbound". §e[*]§r The settings below won't work if this option isn't enabled. | |||
value.GLOWING_ORE_MASTER.0=§c关 | |||
value.GLOWING_ORE_MASTER.1=Default [*] | |||
value.GLOWING_ORE_MASTER.2=§aON | |||
option.GLOWING_ORE_MULT=Ore Glow Strength | |||
option.GLOWING_ORE_MULT.comment=Determines the emission strength of glowing ores. | |||
option.GLOWING_ORE_IRON=Glowing Iron Ore | |||
option.GLOWING_ORE_GOLD=Glowing Gold Ore | |||
option.GLOWING_ORE_COPPER=Glowing Copper Ore | |||
option.GLOWING_ORE_REDSTONE=Glowing Redstone Ore §e[*]§r | |||
option.GLOWING_ORE_REDSTONE.comment=§e[*]§r All redstone ores will still glow if they are "activated" regardless of this setting. | |||
option.GLOWING_ORE_LAPIS=Glowing Lapis Lazuli Ore | |||
option.GLOWING_ORE_EMERALD=Glowing Emerald Ore | |||
option.GLOWING_ORE_DIAMOND=Glowing Diamond Ore | |||
option.GLOWING_ORE_NETHERQUARTZ=Glowing Nether Quartz Ore | |||
option.GLOWING_ORE_NETHERGOLD=Glowing Nether Gold Ore | |||
option.GLOWING_ORE_GILDEDBLACKSTONE=Glowing Gilded Blackstone | |||
option.GLOWING_ORE_ANCIENTDEBRIS=Glowing Ancient Debris | |||
option.GLOWING_ORE_MODDED=Glowing Modded Ores §e[*]§r | |||
option.GLOWING_ORE_MODDED.comment=§e[*]§r You can add modded ore IDs to "Complementary-->shaders-->block.properties" file in order to make them glow. You can open block.properties using any text editor like notepad, and then add modded ore block IDs next to "block.10024=". | |||
option.GLOWING_AMETHYST=Glowing Amethyst | |||
value.GLOWING_AMETHYST.0=§c关 | |||
value.GLOWING_AMETHYST.1=Crystal | |||
value.GLOWING_AMETHYST.2=Crystal & Block | |||
option.GLOWING_LICHEN=Glowing Glow Lichen | |||
value.GLOWING_LICHEN.0=§c关 | |||
value.GLOWING_LICHEN.1=In Closed Areas | |||
value.GLOWING_LICHEN.2=Always | |||
option.EMISSIVE_REDSTONE_BLOCK=Glowing Redstone Block | |||
option.EMISSIVE_LAPIS_BLOCK=Glowing Lapis Lazuli Block | |||
option.GLOWING_ARMOR_TRIM=Glowing Armor Trim §e[*]§r | |||
option.GLOWING_ARMOR_TRIM.comment=Makes armor trims emissive. §e[*]§r This feature only works on Iris, as Optifine doesn't support armor trim detection. | |||
option.NORMAL_MAP_STRENGTH=Normal Map Strength | |||
option.NORMAL_MAP_STRENGTH.comment=Adjusts the strength of bumpy details on surfaces. §e[*]§r RP Support option must be set to labPBR/SEUSPBR, and a compatible resource pack must be used. | |||
option.CUSTOM_EMISSION_INTENSITY=Custom Emission Intensity | |||
option.CUSTOM_EMISSION_INTENSITY.comment=Adjusts the intensity of glowing surfaces. §e[*]§r RP Support option must be set to labPBR/SEUSPBR, and a compatible resource pack must be used. | |||
option.POM=Parallax Occlusion Mapping | |||
option.POM.comment=Enables 3D effect on surfaces. §c[-]§r This effect can severely impact performance. §e[*]§r RP Support option must be set to labPBR/SEUSPBR, and a compatible resource pack must be used. | |||
value.POM.false=OFF | |||
value.POM.true=ON §c[-] | |||
option.POM_DEPTH=POM Depth | |||
option.POM_DEPTH.comment=Adjusts the depth of parallax occlusion mapping. §e[*]§r RP Support option must be set to labPBR/SEUSPBR, and a compatible resource pack must be used. | |||
option.POM_QUALITY=POM Quality | |||
option.POM_QUALITY.comment=Adjusts the sharpness/accuracy of parallax occlusion mapping. §c[-]§r Values higher than 200 can severely impact performance. §e[*]§r Values lower than 100 will force "POM Lighting Mode" to "Smooth". §e[*]§r RP Support option must be set to labPBR/SEUSPBR, and a compatible resource pack must be used. | |||
value.POM_QUALITY.16=16 §e[*] | |||
value.POM_QUALITY.32=32 §e[*] | |||
value.POM_QUALITY.64=64 §e[*] | |||
value.POM_QUALITY.256=256 §c[-] | |||
value.POM_QUALITY.512=512 §c[-] | |||
option.POM_DISTANCE=POM Distance | |||
option.POM_DISTANCE.comment=Adjusts how far parallax occlusion mapping is calculated. §e[*]§r It's recommended to keep this value below 50 to get a small performance gain. §e[*]§r RP Support option must be set to labPBR/SEUSPBR, and a compatible resource pack must be used. | |||
value.POM_DISTANCE.64=64 §e[*] | |||
value.POM_DISTANCE.128=128 §e[*] | |||
value.POM_DISTANCE.256=256 §e[*] | |||
value.POM_DISTANCE.512=512 §e[*] | |||
value.POM_DISTANCE.1024=1024 §e[*] | |||
option.POM_LIGHTING_MODE=POM Lighting Mode | |||
option.POM_LIGHTING_MODE.comment=Adjusts the lighting style for POM-affected surfaces. Sharp: POM walls won't get light if they aren't facing towards the light. Smooth: POM walls will still get light as if they are not walls. §e[*]§r This option will be forced to "Smooth" if POM Quality is set lower than 100. | |||
value.POM_LIGHTING_MODE.1=Smooth | |||
value.POM_LIGHTING_MODE.2=Sharp | |||
option.POM_ALLOW_CUTOUT=POM on Cutout Surfaces §c[-]§r | |||
option.POM_ALLOW_CUTOUT.comment=Makes POM be able to work on cutout block sections (like gaps of leaves). §c[-]§r This effect can severely impact performance. | |||
option.DIRECTIONAL_BLOCKLIGHT=Directional Blocklight | |||
option.DIRECTIONAL_BLOCKLIGHT.comment=Adds depth to blocklight depending on the surface normal. §c[-]§r May cause visual artifacts in some situations. §c[-]§r This effect can impact performance. §e[*]§r RP Support option must be set to labPBR/SEUSPBR, and a compatible resource pack must be used. | |||
value.DIRECTIONAL_BLOCKLIGHT.0=OFF | |||
value.DIRECTIONAL_BLOCKLIGHT.3=Subtle §c[-] | |||
value.DIRECTIONAL_BLOCKLIGHT.7=Normal §c[-] | |||
value.DIRECTIONAL_BLOCKLIGHT.11=Intense §c[-] | |||
option.HELD_LIGHTING_MODE=Dynamic Handheld Lighting | |||
option.HELD_LIGHTING_MODE.comment=Allows handheld light sources to cast light onto the scene. | |||
value.HELD_LIGHTING_MODE.0=§c关 | |||
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_FOLIAGE=Waving Foliage | |||
option.WAVING_FOLIAGE.comment=Adds movement to foliage to simulate wind. | |||
option.WAVING_LEAVES=Waving Leaves | |||
option.WAVING_LEAVES.comment=Adds movement to leaves to simulate wind. | |||
option.WAVING_LAVA=Waving Lava Texture | |||
option.WAVING_LAVA.comment=Adds constant movement to lava. §e[*]§r Lava waving in particular is not affected by the "No Waving in Closed Areas" setting. | |||
option.WAVING_LILY_PAD=Waving Lily Pad | |||
option.WAVING_LILY_PAD.comment=Adds movement to lily pads to simulate impact from water waves. | |||
option.WAVING_WATER_VERTEX=Waving Water Texture | |||
option.WAVING_WATER_VERTEX.comment=Adds movement to water position to simulate wind. §e[*]§r This option is not related to the "Water Wave Strength" setting. | |||
option.WAVING_RAIN=Waving Rain/Snow Texture | |||
option.WAVING_RAIN.comment=Adds movement to falling rain and snow textures to make it look more dynamic. | |||
option.WORLD_OUTLINE=World Outline | |||
option.WORLD_OUTLINE.comment=Adds bright outlines around blocks. §c[-]§r This effect can impact performance. | |||
option.WORLD_OUTLINE_THICKNESS=World Outline Thickness | |||
option.WORLD_OUTLINE_THICKNESS.comment=Determines the thickness of the World Outline effect. §c[-]§r Increasing this setting can impact performance. | |||
option.WORLD_OUTLINE_I=World Outline Brightness | |||
option.WORLD_OUTLINE_I.comment=Determines how intense the World Outline effect will be. | |||
option.DARK_OUTLINE=Dark Outline | |||
option.DARK_OUTLINE.comment=Adds dark outlines around blocks. §c[-]§r This effect can impact performance. | |||
option.DARK_OUTLINE_THICKNESS=Dark Outline Thickness | |||
option.DARK_OUTLINE_THICKNESS.comment=Determines the thickness of the Dark Outline effect. §c[-]§r Increasing this setting can impact performance. | |||
option.RAIN_PUDDLES=Rain Puddles | |||
option.RAIN_PUDDLES.comment=Adds water puddles to the terrain during rain. §e[*]§r RP Support option must be set to anything but Basic, and Block Reflection Quality must be set to Medium or higher. §c[-]§r Rain puddles can severely impact performance. | |||
value.RAIN_PUDDLES.0=OFF | |||
value.RAIN_PUDDLES.1=§aON - Puddles | |||
value.RAIN_PUDDLES.2=§aON - Full Coverage | |||
value.RAIN_PUDDLES.3=§aON - §cAlways§a Puddles | |||
value.RAIN_PUDDLES.4=§aON - §cAlways§a Full | |||
option.UNDERWATER_DISTORTION=Underwater Distortion | |||
option.UNDERWATER_DISTORTION.comment=Adds subtle refraction to the screen when the camera is inside water. | |||
option.SELECT_OUTLINE=Selection Outline | |||
option.SELECT_OUTLINE.comment=Determines the color of the block selection outline. | |||
value.SELECT_OUTLINE.0=§c关 | |||
value.SELECT_OUTLINE.1=Default | |||
value.SELECT_OUTLINE.2=Rainbow | |||
value.SELECT_OUTLINE.3=Select Color | |||
value.SELECT_OUTLINE.4=Versatile | |||
option.SELECT_OUTLINE_I=SO Brightness | |||
option.SELECT_OUTLINE_R=SO Red | |||
option.SELECT_OUTLINE_G=SO Green | |||
option.SELECT_OUTLINE_B=SO Blue | |||
option.MOON_PHASE_INF_LIGHT=Moon Phased Night Lighting | |||
option.MOON_PHASE_INF_LIGHT.comment=Enables different moon phases to change the night lighting brightness. | |||
option.MOON_PHASE_INF_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.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 |
2024年2月3日 (六) 23:18的版本
- shaders/lang/zh_CN.lang
- Profiles
profile.POTATO=§4最低 profile.VERYLOW=§6非常低 profile.LOW=§e低 profile.MEDIUM=§a中 profile.HIGH=§b高(默认) profile.VERYHIGH=§9非常高 profile.ULTRA=§d极致 profile.comment=光影预设配置配置以经过优化的视效/性能比来修改“性能配置”. §e[*]§r 建议使用预设配置. §e[*]§r 所有受影响的配置均可在菜单中找到.
- Information
screen.INFORMATION=信息 screen.INFORMATION.comment=这部分按钮仅用于提供信息
option.info0=§b将鼠标悬停在按钮上 value.info0.0= option.info0.comment=这部分按钮仅用于提供信息
option.info1=如何得到更好的性能 value.info1.0= option.info1.comment=Minecraft的性能是一个复杂的话题,因为它受到了很多因素的影响,但你可以尝试以下方法:. 1 降低你的渲染距离:最佳渲染距离应该在6 ~ 16,几乎适用于所有设备。. 2 降低光影配置。这些配置经过了仔细的测试,以达到最佳的视觉/性能比。. 更多信息将在以后添加。
option.info2=什么是最佳配置 value.info2.0= option.info2.comment=最佳配置是主观的,但使用默认配置是大多数人的最佳选择. 默认配置由多年来社区的评估和反馈得来,同时注重视效/性能比. 但你仍然可以自由地调整配置并从中得到乐趣!
option.info3=什么是“预设配置”和“视觉风格” value.info3.0= option.info3.comment=“预设配置”只会改变“性能设置”菜单中的设置,而不影响任何基于偏好的设置. “视觉风格”会改变许多基于偏好的设置的“默认风格”,但它对性能影响不大。. §7(因为Complementary分为Reimagined和Unbound两种风格,也就是“视觉效果”,性能设置并不会修改风格上的设置——译者注)
option.info4=什么是“资源包支持” value.info4.0= option.info4.comment=“资源包支持”选项决定了光影如何处理Minecraft中的不同方块。例如 §b集成PBR+§r 会自动把金块当作反射物体,而 §elabPBR§r 和 §eSEUSPBR§r 则需要你安装PBR资源包来告诉光影。. 将“资源包支持”设置为 §a基础§r 会使除了水体等少数例外之外,没有任何方块是“特殊”的。. §7(浅显来说的话,“集成PBR+”会将所有普通纹理处理成带有深度和反光度等信息的PBR纹理,效果非常优秀!——译者注)
option.info5=如何修复mod不兼容问题 value.info5.0= option.info5.comment=光影包由于其工作方式的原因,不可避免地会与一些模组不兼容,但你可以查看这个关于Complementary光影包的模组问题的信息页面,了解一些已知的修复方法。www.complementary.dev/mod-issues
option.info6= value.info6.0= option.info6.comment=
option.info7= value.info7.0= option.info7.comment=
option.info8=如何加入Complementary光影社区 value.info8.0= option.info8.comment=您可以加入Complementary的Discord,与开发者或经验丰富的社区成员联系. www.complementary.dev/discord
option.info9=如何支持Complementary value.info9.0= option.info9.comment=与您的朋友或社交媒体分享是支持Complementary的最佳方式。. 当然,您也可以在Patreon上直接资持开发者!. www.patreon.com/emingt
option.info10=致谢 value.info10.0= option.info10.comment=EminGT:Complementary的主要开发者. Capt Tatsu:BSL光影的开发者,他的慷慨付出促成了Complementary. 特别鸣谢: IMS212, sp614x, Chocapic13, Robobo1221, SixthSurge, null511, fayer3, catlikecoding, Builderb0y, Jessie, SpacEagle17, isuewo, flytrap
- Style
option.SHADER_STYLE=视觉风格 option.SHADER_STYLE.comment=决定了光影包的默认视觉风格. §bReimagined§r: 在保留了Minecraft独特视觉元素的同时进行补充. §dUnbound§r: 用半写实的奇幻风格重新设计Minecraft的视觉效果. §e[*]§r 受影响的设置:水体样式、云样式、日/月样式、日/月角度、极光样式 value.SHADER_STYLE.1=§bReimagined value.SHADER_STYLE.4=§dUnbound
- Screens
screen.PERFORMANCE_SETTINGS=§e性能设置§r screen.PERFORMANCE_SETTINGS.comment=与性能直接相关的设置,并由不同的光影配置文件进行更改。
screen.ATMOSPHERE_SETTINGS=大气 screen.ATMOSPHERE_SETTINGS.comment=与大气相关的设置
screen.ATM_COLOR_SETTINGS=大气颜色倍率 screen.ATM_COLOR_SETTINGS.comment=启用自定义的大气颜色,主要表现于在天空和雾
screen.MORNING_ATM_MULTS=日出/日落 screen.NOON_ATM_MULTS=正午 screen.NIGHT_ATM_MULTS=夜晚 screen.RAIN_ATM_MULTS=雨雪天气 screen.NETHER_ATM_MULTS=下界 screen.END_ATM_MULTS=末地
screen.CLOUD_SETTINGS=云 screen.CLOUD_SETTINGS.comment=与云相关的设置
screen.CLOUD_COLOR_SETTINGS=云的颜色 screen.CLOUD_COLOR_SETTINGS.comment=更改云彩颜色的设置.
screen.CLOUD_UNBOUND_SETTINGS=Unbound 云设置 screen.CLOUD_REIMAGINED_SETTINGS=Reimagined 云设置
screen.FOG_SETTINGS=雾 screen.FOG_SETTINGS.comment=与几种雾相关的设置.
screen.SUN_MOON_SETTINGS=太阳 / 月亮 screen.SUN_MOON_SETTINGS.comment=与日月相关的设置
screen.NETHER_SETTINGS=下界 screen.NETHER_SETTINGS.comment=与下界相关的设置
screen.CAMERA_SETTINGS=镜头 screen.CAMERA_SETTINGS.comment=与视觉/镜头相关的设置.
screen.TONEMAP_SETTINGS=色彩平衡 screen.TONEMAP_SETTINGS.comment=决定视觉色彩平衡的设置.
screen.COLORGRADING_SETTINGS=调色 screen.COLORGRADING_SETTINGS.comment=与混合最终色彩通道相关的设置.
screen.WORLD_BLUR_SETTINGS=景深 screen.WORLD_BLUR_SETTINGS.comment=与景深效果相关的设置
screen.MATERIAL_SETTINGS=纹理 screen.MATERIAL_SETTINGS.comment=与Minecraft纹理相关的设置.
screen.IPBR_SETTINGS=集成PBR+ 设置 screen.IPBR_SETTINGS.comment=与 集成PBR+ 相关的设置.
screen.GLOWING_ORE_SETTINGS=矿物发光 screen.GLOWING_ORE_SETTINGS.comment=关于矿物发光的设置.
screen.GLOWING_STUFF_SETTINGS=物品发光 screen.GLOWING_STUFF_SETTINGS.comment=调整杂项物品发光的设置.
screen.OTHER_IPBR_SETTINGS=其他 screen.OTHER_IPBR_SETTINGS.comment=其他与 集成PBR+ 相关的设置.
screen.CUSTOM_PBR_SETTINGS=labPBR/SEUSPBR 纹理设置 screen.CUSTOM_PBR_SETTINGS.comment=与 labPBR/SEUSPBR 纹理相关的设置.
screen.LIGHTING_SETTINGS=光照 screen.LIGHTING_SETTINGS.comment=与光照相关的设置.
screen.LIGHT_COLOR_SETTINGS=光照颜色倍率 screen.LIGHT_COLOR_SETTINGS.comment=启用自定义的光照颜色,作用于所有表面上.
screen.MORNING_LIGHT_MULTS=日出/日落 screen.NOON_LIGHT_MULTS=正午 screen.NIGHT_LIGHT_MULTS=夜晚 screen.RAIN_LIGHT_MULTS=雨雪天气 screen.NETHER_LIGHT_MULTS=下界 screen.END_LIGHT_MULTS=末地
screen.BLOCKLIGHT_COLOR_SETTINGS=方块光源颜色 screen.BLOCKLIGHT_COLOR_SETTINGS.comment=与杂项方块发光效果相关的设置.
screen.MOON_PHASE_INF_SETTINGS=月相影响 screen.MOON_PHASE_INF_SETTINGS.comment=决定不同月相对夜间光照的影响.
screen.WATER_SETTINGS=水体 screen.WATER_SETTINGS.comment=与水体效果相关的设置.
screen.WATER_COLOR_SETTINGS=水面颜色 screen.UNDERWATER_COLOR_SETTINGS=水下颜色
screen.WATER_WAVE_SETTINGS=水波 §e[*]§r screen.WATER_WAVE_SETTINGS.comment=用于自定义水面上看到的水波(法线)的设置. §e[*]§r 这些设置仅在水的样式设置为 “Reimagined + Waves” 或 “Unbound” 时才生效.
screen.WAVING_SETTINGS=摇晃纹理 screen.WAVING_SETTINGS.comment=与摇晃纹理相关的设置.
screen.OTHER_SETTINGS=其他 screen.OTHER_SETTINGS.comment=不属于任何其他类别的设置.
screen.SELECT_OUTLINE_SETTINGS=选择轮廓 screen.SELECT_OUTLINE_SETTINGS.comment=更改选框相关的设置.
screen.WORLD_OUTLINE_SETTINGS=世界描边 screen.WORLD_OUTLINE_SETTINGS.comment=与可选轮廓效果相关的设置.
- Settings
option.RP_MODE=资源包支持 option.RP_MODE.comment=更改了许多内部的计算,以确定如何渲染不同的方块和材质. §b集成PBR+§r: 计算得到的PBR纹理和一些额外效果,强烈推荐用于大多数情况. §a基础§r: 没有PBR纹理或额外效果. §elabPBR/SEUSPBR§r: 使用PBR资源包的材质 value.RP_MODE.0=§a基础 value.RP_MODE.1=§b集成PBR+ value.RP_MODE.2=§eSEUSPBR (需要PBR资源包) value.RP_MODE.3=§elabPBR (需要PBR资源包)
option.WATER_QUALITY=水体质量 option.WATER_QUALITY.comment=调整水的视觉质量. §b高§r: 启用折射,并允许水波样式有更多细节. §a中§r: 默认. §e低§r: 没有边缘泡沫,没有花哨的透明度,没有变化的颜色强度,没有表面阴影,也没有波浪视差 value.WATER_QUALITY.1=§e低 value.WATER_QUALITY.2=§a中 value.WATER_QUALITY.3=§b高
option.WATER_REFLECT_QUALITY=水体反射质量 option.WATER_REFLECT_QUALITY.comment=调整半透明物体上的反射质量. §a中§r: 在水和半透明物体上进行屏幕空间光线追踪反射. §4最低§r: 用更快的方法替换水和半透明反射,可能在某些情况下看起来不正确. §c关§r: 没有反射 value.WATER_REFLECT_QUALITY.0=§c关 value.WATER_REFLECT_QUALITY.1=§4最低 value.WATER_REFLECT_QUALITY.2=§a中
option.BLOCK_REFLECT_QUALITY=方块反射质量 §e[*]§r option.BLOCK_REFLECT_QUALITY.comment=调整固体材质上的反射质量. §b高§r: 太阳/月亮高光+使用时域滤波器的更平滑的镜面反射. §a中§r: 太阳/月亮高光+镜面反射. §e低§r: 仅太阳/月亮高光. §e[*]§r RP支持选项必须设置为除“基础”外的任何内容,才能出现任何镜面反射 value.BLOCK_REFLECT_QUALITY.0=§c关 value.BLOCK_REFLECT_QUALITY.1=§e低 value.BLOCK_REFLECT_QUALITY.2=§a中 value.BLOCK_REFLECT_QUALITY.3=§b高
option.REALTIME_SHADOWS=实时阴影 option.REALTIME_SHADOWS.comment=启用根据地形和太阳/月亮角度移动的传统阴影. §e[*]§r 禁用此选项将导致光轴无法工作,并停用其他阴影选项 value.REALTIME_SHADOWS.true=§b开 value.REALTIME_SHADOWS.false=§c关
option.SHADOW_QUALITY=阴影采样质量 option.SHADOW_QUALITY.comment=调整阴影质量. 每个等级都会进一步减少噪声和伪影, 低于 §b高§r 的选项将在树叶上使用优化的阴影; §6非常低§r 选项将会以多种方式大幅降低阴影质量. value.SHADOW_QUALITY.0=§6非常低 value.SHADOW_QUALITY.1=§e低 value.SHADOW_QUALITY.2=§a中 value.SHADOW_QUALITY.3=§b高 value.SHADOW_QUALITY.4=§9非常高 value.SHADOW_QUALITY.5=§d极致
option.LIGHTSHAFT_QUALI_DEFINE=光束质量 option.LIGHTSHAFT_QUALI_DEFINE.comment=调整光束的质量. 每个等级都会进一步减少光束的噪声和伪影. §7(丁达尔效应——译者注) value.LIGHTSHAFT_QUALI_DEFINE.0=§c关 value.LIGHTSHAFT_QUALI_DEFINE.1=§e低 value.LIGHTSHAFT_QUALI_DEFINE.2=§a中 value.LIGHTSHAFT_QUALI_DEFINE.3=§b高 value.LIGHTSHAFT_QUALI_DEFINE.4=§9非常高
option.shadowDistance=阴影距离 option.shadowDistance.comment=调整实时阴影与玩家间的渲染距离. §e[*]§r 该值的上限为渲染距离. §c[-]§r 过低的值可能会导致光轴过度泄露. value.shadowDistance.64.0=§e4 区块 §c[-] value.shadowDistance.80.0=§e5 区块 §c[-] value.shadowDistance.96.0=§e6 区块 §c[-] value.shadowDistance.112.0=§e7 区块 §c[-] value.shadowDistance.128.0=§a8 区块 value.shadowDistance.160.0=§a10 区块 value.shadowDistance.192.0=§b12 区块 value.shadowDistance.224.0=§b14 区块 value.shadowDistance.256.0=§b16 区块 value.shadowDistance.320.0=§d20 区块 value.shadowDistance.384.0=§d24 区块 value.shadowDistance.512.0=§d32 区块 value.shadowDistance.768.0=§d48 区块 value.shadowDistance.1024.0=§d64 区块
option.ENTITY_SHADOWS=实体阴影 option.ENTITY_SHADOWS.comment=允许实体和方块实体投射阴影 value.ENTITY_SHADOWS.true=§d开 value.ENTITY_SHADOWS.false=§e关
option.DETAIL_QUALITY=细节质量 option.DETAIL_QUALITY.comment=调整影响性能的几个项目。调整以下内容的质量:TAA抗锯齿,光照处理,夜晚星云,下界风暴,末地光束,天空反射效果 value.DETAIL_QUALITY.0=§4最低 value.DETAIL_QUALITY.2=§a中 value.DETAIL_QUALITY.3=§b高
option.CLOUD_QUALITY=云质量 option.CLOUD_QUALITY.comment=调整两种视觉风格下,云的光照、细节和采样质量. §e[*]§r 该选项只支持Unbound和Reimagined风格下的云 value.CLOUD_QUALITY.0=§c关 value.CLOUD_QUALITY.1=§e低 value.CLOUD_QUALITY.2=§a中 value.CLOUD_QUALITY.3=§b高
option.SSAO_QUALI_DEFINE=边缘阴影质量(SSAO) option.SSAO_QUALI_DEFINE.comment=调整屏幕空间环境光遮蔽的质量,该功能会在场景的边缘添加额外的环境阴影。每个等级都会进一步减少SSAO噪声伪像. §7(——译者注) value.SSAO_QUALI_DEFINE.0=§c关 value.SSAO_QUALI_DEFINE.2=§a中 value.SSAO_QUALI_DEFINE.3=§b高 value.SSAO_QUALI_DEFINE.5=§d极致
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) for best results. value.ANISOTROPIC_FILTER.0=§e关 value.ANISOTROPIC_FILTER.4=§a4x value.ANISOTROPIC_FILTER.8=§b8x value.ANISOTROPIC_FILTER.16=§d16x
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=§c关
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=§c关
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 区块 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=§c关 value.LIGHTSHAFT_BEHAVIOUR.1=Scene Aware §a[+] value.LIGHTSHAFT_BEHAVIOUR.2=Regular value.LIGHTSHAFT_BEHAVIOUR.3=Extreme §c[-]
option.LIGHTSHAFT_DAY_I=Light Shaft Day Multiplier option.LIGHTSHAFT_NIGHT_I=Light Shaft Night Multiplier option.LIGHTSHAFT_RAIN_I=Light Shaft Rain Multiplier
option.CLOUD_STYLE_DEFINE=Cloud Style option.CLOUD_STYLE_DEFINE.comment=Determines the style of clouds. §e[*]§r "Default Style" means that the setting will be automatically determined by the "Visual Style" setting in the main menu of Shader Options. §e[*]§r The "Vanilla" style requires clouds to be enabled in Video Settings. value.CLOUD_STYLE_DEFINE.-1=Default Style value.CLOUD_STYLE_DEFINE.0=§c关 value.CLOUD_STYLE_DEFINE.1=Reimagined value.CLOUD_STYLE_DEFINE.3=Unbound value.CLOUD_STYLE_DEFINE.50=Vanilla §e[*]
option.CLOUD_SHADOWS=Cloud Shadows option.CLOUD_SHADOWS.comment=Enables shadows that are cast from the clouds. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles. §e[*]§r Cloud shadows will be randomly generated if Cloud Style is set to "Unbound", because of the extra complexity of Unbound clouds.
option.CLOUD_CLOSED_AREA_CHECK=Prevent Clouds in Interiors option.CLOUD_CLOSED_AREA_CHECK.comment=Does additional checks to remove clouds in closed areas. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles. §e[*]§r This setting will be treated as disabled if "Real-Time Shadows" are also disabled.
option.CLOUD_ALT1=Cloud Altitude option.CLOUD_ALT1.comment=Determines the world height which the clouds will appear at. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles.
option.CLOUD_SPEED_MULT=Cloud Speed option.CLOUD_SPEED_MULT.comment=Determines how fast the clouds are going to move. "Synced to World Time" setting uses Minecraft world time to advance the cloud positions; this allows for clouds to appear the same between players in the same server. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles. value.CLOUD_SPEED_MULT.100=Synced to World Time
option.CLOUD_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 Size option.CLOUD_UNBOUND_SIZE_MULT.comment=Adjusts the size of Unbound clouds. Higher values produce smaller clouds.
option.CLOUD_UNBOUND_RAIN_ADD=Rain Cloud Addition option.CLOUD_UNBOUND_RAIN_ADD.comment=Adjusts the cloud amount increase that gets applied during rain/snow. prefix.CLOUD_UNBOUND_RAIN_ADD=+
option.DOUBLE_REIM_CLOUDS=Double Reimagined Clouds option.DOUBLE_REIM_CLOUDS.comment=Enables a secondary Reimagined cloud layer. §e[*]§r This setting only works with the "Reimagined" Cloud Style.
option.CLOUD_ALT2=Cloud Layer 2 Altitude option.CLOUD_ALT2.comment=Determines the world height which the second layer clouds will appear at. §e[*]§r This setting only works when the "Double Reimagined Clouds" option is enabled with the "Reimagined" Cloud Style.
option.NETHER_STORM=Nether Storm option.NETHER_STORM.comment=Adds a smoke-like volumetric effect to the Nether dimension. §c[-]§r This effect can impact performance.
option.NETHER_STORM_I=Nether Storm Opacity option.NETHER_STORM_I.comment=Adjusts the opacity of the Nether Storm.
option.NETHER_STORM_LOWER_ALT=Nether Storm Lower Altitude option.NETHER_STORM_LOWER_ALT.comment=Determines the lower starting point of the Nether Storm. The Nether Storm won't appear below this altitude, and it will look the most bright right above this altitude.
option.NETHER_STORM_HEIGHT=Nether Storm Height option.NETHER_STORM_HEIGHT.comment=Determines how tall the Nether Storm will form. Decrasing this value will result in the Nether Storm gathering near the "Nether Storm Lower Altitude".
option.NETHER_VIEW_LIMIT=Nether View Limit option.NETHER_VIEW_LIMIT.comment=Determines the maximum distance that the fog allows to be visible in the Nether. §c[-]§r Increasing this setting can impact performance when "Nether Storm" is enabled. value.NETHER_VIEW_LIMIT.96.0=6 区块 value.NETHER_VIEW_LIMIT.112.0=7 区块 value.NETHER_VIEW_LIMIT.128.0=8 区块 value.NETHER_VIEW_LIMIT.160.0=10 区块 value.NETHER_VIEW_LIMIT.192.0=12 区块 value.NETHER_VIEW_LIMIT.224.0=14 区块 value.NETHER_VIEW_LIMIT.256.0=16 区块 value.NETHER_VIEW_LIMIT.320.0=20 区块 value.NETHER_VIEW_LIMIT.384.0=24 区块 value.NETHER_VIEW_LIMIT.512.0=32 区块 §c[-] value.NETHER_VIEW_LIMIT.768.0=48 区块 §c[-] value.NETHER_VIEW_LIMIT.1024.0=64 区块 §c[-] value.NETHER_VIEW_LIMIT.99999.0=Limitless §c[-]
option.NETHER_COLOR_MODE=Color Mode option.NETHER_COLOR_MODE.comment=Determines how the ambience colors will be handled in the Nether. Constant: Colors won't change between biomes. Biome Based: Colors will change depending on the biome. Biome Based (Modified): Biome based, but the colors have been rebalanced to better suit the default visual direction of Complementary. value.NETHER_COLOR_MODE.3=Biome Based (Modified) value.NETHER_COLOR_MODE.2=Biome Based value.NETHER_COLOR_MODE.0=Constant
option.T_EXPOSURE=General Brightness option.T_EXPOSURE.comment=Also known as "Tonemap Exposure". Adjusts the overall brightness of the whole image.
option.TM_WHITE_CURVE=White Brightness option.TM_WHITE_CURVE.comment=Also known as "Tonemap White Curve". Adjusts how easily the colors reach to full white.
option.T_UPPER_CURVE=Contrast of Brighter Colors option.T_UPPER_CURVE.comment=Also known as "Tonemap Upper Curve". Adjusts contrast of brighter colors.
option.T_LOWER_CURVE=Contrast of Darker Colors option.T_LOWER_CURVE.comment=Also known as "Tonemap Lower Curve". Adjusts contrast of darker colors.
option.T_SATURATION=Saturation option.T_SATURATION.comment=Adjusts overall colorfulness of the image.
option.T_VIBRANCE=Saturation of Paler Colors option.T_VIBRANCE.comment=Also known as "Vibrance". Adjusts the colorfulness of the image, but already colorful pixels are less affected.
option.COLORGRADING=§eColor Grading option.COLORGRADING.comment=Enables settings to freely mix up the final color channels. option.GR_RR=Red to Red option.GR_RG=Red to Green option.GR_RB=Red to Blue option.GR_RC=Red Curve option.GR_GR=Green to Red option.GR_GG=Green to Green option.GR_GB=Green to Blue option.GR_GC=Green Curve option.GR_BR=Blue to Red option.GR_BG=Blue to Green option.GR_BB=Blue to Blue option.GR_BC=Blue Curve
option.WATER_STYLE_DEFINE=Water Style option.WATER_STYLE_DEFINE.comment=Determines the style of water. §e[*]§r "Default Style" means that the setting will be automatically determined by the "Visual Style" setting in the main menu of Shader Options. value.WATER_STYLE_DEFINE.-1=Default Style value.WATER_STYLE_DEFINE.1=Reimagined value.WATER_STYLE_DEFINE.2=Reimagined + Waves value.WATER_STYLE_DEFINE.3=Unbound
option.WATER_CAUSTIC_STYLE_DEFINE=Water Caustic Style option.WATER_CAUSTIC_STYLE_DEFINE.comment=Determines the style of water shadows, also known as water caustics. value.WATER_CAUSTIC_STYLE_DEFINE.-1=Same as Water value.WATER_CAUSTIC_STYLE_DEFINE.1=Reimagined value.WATER_CAUSTIC_STYLE_DEFINE.3=Unbound
option.WATER_REFRACTION_INTENSITY=Water Refraction Intensity §e[*]§r option.WATER_REFRACTION_INTENSITY.comment=Adjusts the intensity of water refraction and underwater distortion. §e[*]§r This setting only fully works when the Water Quality is set to "High" or higher, or else it will only affect the subtle underwater distortion.
option.WATER_FOAM_I=Water Foam Intensity option.WATER_FOAM_I.comment=Determines the opacity of foam seen on water edges. §e[*]§r This setting only works when the Water Material Quality is set to Medium or 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.
option.WATER_FOG_MULT=Water Fog Factor option.WATER_FOG_MULT.comment=Adjusts how close the water fog looks. Higher values provide closer fog. §c[-]§r Extreme values will break the balance of water lighting.
option.WATERCOLOR_R=Water Surface Red Multiplier option.WATERCOLOR_G=Water Surface Green Multiplier option.WATERCOLOR_B=Water Surface Blue Multiplier
option.WATERCOLOR_MODE=Color Mode option.WATERCOLOR_MODE.comment=Determines how the water color will be handled. Constant: Water colors won't change between biomes. Biome Based: Color will change depending on the biome. Biome Based (Clamped): Biome based, but prevents the surface color from getting weird in certain biomes. §e[*]§r This setting won't work correctly on Minecraft versions below 1.13. value.WATERCOLOR_MODE.3=Biome Based (Clamped) value.WATERCOLOR_MODE.2=Biome Based value.WATERCOLOR_MODE.0=Constant
option.BRIGHT_CAVE_WATER=Brighter Shallow/Cave Water option.BRIGHT_CAVE_WATER.comment=Makes shallow water or water in closed areas brighter to improve visibility in caves, and add some color detail to the shallow parts of oceans. §e[*]§r This effect won't work if Water Opacity Factor is set higher than 199 for technical reasons.
option.UNDERWATERCOLOR_R=Underwater Red Multiplier option.UNDERWATERCOLOR_G=Underwater Green Multiplier option.UNDERWATERCOLOR_B=Underwater Blue Multiplier
option.WATER_BUMPINESS=Wave Strength option.WATER_BUMPINESS.comment=Adjusts the intensity of surface-direction waves (normals) seen on water.
option.WATER_BUMP_SMALL=Wave Strength - Small Waves option.WATER_BUMP_SMALL.comment=Adjusts the intensity of waves that are smaller than others.
option.WATER_BUMP_MED=Wave Strength - Medium Waves option.WATER_BUMP_MED.comment=Adjusts the intensity of waves that are average-sized compared to others.
option.WATER_BUMP_BIG=Wave Strength - Large Waves option.WATER_BUMP_BIG.comment=Adjusts the intensity of waves that are larger than others.
option.WATER_SPEED_MULT=Wave Speed option.WATER_SPEED_MULT.comment=Adjusts the movement speed of surface-direction waves (normals) seen on water.
option.WATER_SIZE_MULT=Wave Size option.WATER_SIZE_MULT.comment=Adjusts how big the surface-direction waves (normals) look on water.
option.SUN_ANGLE=Sun/Moon Angle option.SUN_ANGLE.comment=Adjusts the angle of sun/moon relative to the world during noon. §a[+]§r Reimagined's lighting model is specially designed to make the "0" sun angle work just as well as others. value.SUN_ANGLE.-1=Default Style value.SUN_ANGLE.0=0 §r(§bReimagined§r) value.SUN_ANGLE.-40=-40 §r(§dUnbound§r)
option.SUN_MOON_STYLE_DEFINE=Sun/Moon Style option.SUN_MOON_STYLE_DEFINE.comment=Determines the style of sun/moon. §e[*]§r This setting might interact incorrectly with some resource packs due to the limitations of sun/moon/skybox differentiation. value.SUN_MOON_STYLE_DEFINE.-1=Default Style value.SUN_MOON_STYLE_DEFINE.1=Reimagined value.SUN_MOON_STYLE_DEFINE.2=Unbound value.SUN_MOON_STYLE_DEFINE.3=Unbound - Smaller
option.SUN_MOON_HORIZON=Sun/Moon Horizon option.SUN_MOON_HORIZON.comment=Prevents the sun/moon from appearing below the horizon line.
option.SUN_MOON_DURING_RAIN=Sun/Moon During Rain option.SUN_MOON_DURING_RAIN.comment=Determines if the sun and moon will be visible during rain or not.
option.NIGHT_STAR_AMOUNT=Night Star Amount option.NIGHT_STAR_AMOUNT.comment=Determines the amount of stars in the night sky. value.NIGHT_STAR_AMOUNT.2=Medium value.NIGHT_STAR_AMOUNT.3=High
option.RAINBOWS=Rainbows option.RAINBOWS.comment=Enables rainbows that appear at the opposite side of the sun during the morning/evening. value.RAINBOWS.0=OFF value.RAINBOWS.1=After Rain value.RAINBOWS.3=Always
option.AURORA_STYLE_DEFINE=Aurora Borealis Style option.AURORA_STYLE_DEFINE.comment=Determines the style of northern lights that appear in the night sky. value.AURORA_STYLE_DEFINE.-1=Default Style value.AURORA_STYLE_DEFINE.0=§c关 value.AURORA_STYLE_DEFINE.1=Reimagined value.AURORA_STYLE_DEFINE.2=Unbound
option.AURORA_CONDITION=Aurora option.AURORA_CONDITION.comment=Determines the condition(s) for the Aurora Borealis to appear. §e[*]§r Aurora Borealis will only appear during night regardless of this setting value.AURORA_CONDITION.0=Every Night value.AURORA_CONDITION.1=Full Moon value.AURORA_CONDITION.2=Snowy Biome value.AURORA_CONDITION.3=Full Moon in Snowy Biome value.AURORA_CONDITION.4=Full Moon or Snowy Biome
option.NIGHT_NEBULA=Night Nebulae option.NIGHT_NEBULA.comment=Adds galaxy-style nebulae to the night sky. The nebulae are procedurally generated, and they will look different every night. §c[-]§r This effect can impact performance. §e[*]§r "Nebulae" isn't a typo, it's the plural of Nebula =D
option.NIGHT_NEBULA_I=Night Nebula Brightness option.NIGHT_NEBULA_I.comment=Adjusts the brightness of Night Nebulae.
option.WEATHER_TEX_OPACITY=Weather Texture Opacity option.WEATHER_TEX_OPACITY.comment=Adjusts the opacity of the rainfall/snowfall weather textures.
option.SHADOW_SMOOTHING=Shadow Smoothing option.SHADOW_SMOOTHING.comment=Determines the sharpness of shadows. §c[-]§r Lowering this setting will increase shadow flickering and impact performance. §e[*]§r This setting only works if Shadow Sample Quality is set to Low or higher. value.SHADOW_SMOOTHING.4=Very Smooth value.SHADOW_SMOOTHING.3=Smooth value.SHADOW_SMOOTHING.2=Sharp §c[-] value.SHADOW_SMOOTHING.1=Very Sharp §c[-]
option.PIXEL_SHADOW=Pixelated Shadows option.PIXEL_SHADOW.comment=Modifies the world coordinates on a grid to make shadows pixelated. §e[*]§r This setting does not affect performance. value.PIXEL_SHADOW.0=OFF value.PIXEL_SHADOW.8=8x8 §e[*] value.PIXEL_SHADOW.16=16x16 §e[*] value.PIXEL_SHADOW.32=32x32 §e[*] value.PIXEL_SHADOW.64=64x64 §e[*] value.PIXEL_SHADOW.128=128x128 §e[*]
option.BLOOM=Bloom option.BLOOM.comment=Enables blurry glow from bright objects and humidity.
option.BLOOM_STRENGTH=Bloom Strength option.BLOOM_STRENGTH.comment=Determines the intensity of glow on bright things, and the bloom from rain/cave humidity. §c[-]§r Too much bloom will cause the image to get blurrier and brighter than intended, especially in humid conditions. value.BLOOM_STRENGTH.0.027=15% value.BLOOM_STRENGTH.0.036=20% value.BLOOM_STRENGTH.0.045=25% value.BLOOM_STRENGTH.0.054=30% value.BLOOM_STRENGTH.0.063=35% value.BLOOM_STRENGTH.0.072=40% value.BLOOM_STRENGTH.0.081=45% value.BLOOM_STRENGTH.0.09=50% value.BLOOM_STRENGTH.0.10=55% value.BLOOM_STRENGTH.0.11=60% value.BLOOM_STRENGTH.0.12=65% value.BLOOM_STRENGTH.0.13=70% value.BLOOM_STRENGTH.0.14=75% value.BLOOM_STRENGTH.0.15=80% §c[-] value.BLOOM_STRENGTH.0.16=85% §c[-] value.BLOOM_STRENGTH.0.17=90% §c[-] value.BLOOM_STRENGTH.0.18=95% §c[-] value.BLOOM_STRENGTH.0.19=100% §c[-] value.BLOOM_STRENGTH.0.21=110% §c[-] value.BLOOM_STRENGTH.0.23=120% §c[-] value.BLOOM_STRENGTH.0.25=130% §c[-] value.BLOOM_STRENGTH.0.28=150% §c[-] value.BLOOM_STRENGTH.0.32=180% §c[-] value.BLOOM_STRENGTH.10.00=§cInsane
option.FXAA=Anti-Aliasing (FXAA) option.FXAA.comment=Enables Fast Approximate Anti-Aliasing (FXAA), which is basically an effect that produces smoother image. value.FXAA.true=§aON value.FXAA.false=§e关
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=Lens Flare option.LENSFLARE.comment=Adds camera lens reflection effect when towards the sun or moon. §c[-]§r This effect can severely impact performance.
option.LENSFLARE_I=Lens Flare Intensity option.LENSFLARE_I.comment=Adjusts the strength of the Lens Flare effect.
option.TAA_MODE=TAA Behaviour option.TAA_MODE.comment=Determines the behaviour of temporal anti aliasing. Smart & Subtle: TAA is applied in small amounts to the image in a way that won't cause artifacts. Intense: Provides better anti-aliasing, but it will cause extra smudging and flickering; it might be the better choice at a higher frame rate and resolution. value.TAA_MODE.1=Smart & Subtle value.TAA_MODE.2=Intense §c[-]
option.MOTION_BLURRING=Motion Blur option.MOTION_BLURRING.comment=Applies blur to the image when moving the camera.
option.MOTION_BLURRING_STRENGTH=Motion Blur Strength option.MOTION_BLURRING_STRENGTH.comment=Adjusts the intensity of motion blur.
option.WORLD_BLUR=§eWorld Blur option.WORLD_BLUR.comment=Enables world blurring. Distance Blur: Blur gets applied like fog, depending on the distance from the camera. Depth of Field: Blurring happens depending on the focus point of the camera. §c[-]§r This effect can severely impact performance. value.WORLD_BLUR.0=OFF value.WORLD_BLUR.1=Distance Blur value.WORLD_BLUR.2=Depth of Field
option.WB_FOV_SCALED=FOV Scaled Blur option.WB_FOV_SCALED.comment=Scales World Blur to the camera Field of View. World Blur will get more intense if you zoom in with this enabled.
option.WB_CHROMATIC=Chromatic Blur option.WB_CHROMATIC.comment=Applies chromatic aberration to the blurry areas, separating different colors in blurred areas.
option.WB_ANAMORPHIC=Anamorphic Blur option.WB_ANAMORPHIC.comment=Stretches the blur in one direction. §c[-]§r This option can reduce the quality of the World Blur
option.WB_DOF_I=Depth of Field Strength option.WB_DOF_FOCUS=Depth of Field Focus option.WB_DOF_FOCUS.comment=Determines the focus distance of the camera. Automatic: The focus point will be adjusted according to the center point of the screen. Brightness: The focus point will be determined by the "Brightness" slider in Video Settings. value.WB_DOF_FOCUS.-1=Brightness §e[*] value.WB_DOF_FOCUS.0=Automatic
option.WB_DB_DAY_I=Dis. Blur - Day option.WB_DB_NIGHT_I=Dis. Blur - Night & Interiors option.WB_DB_RAIN_I=Dis. Blur - Rain & Snow option.WB_DB_WATER_I=Dis. Blur - Underwater option.WB_DB_NETHER_I=Dis. Blur - The Nether option.WB_DB_END_I=Dis. Blur - The End
option.VIGNETTE_R=Vignette option.VIGNETTE_R.comment=Applies darkening around the edges of the screen.
option.CHROMA_ABERRATION=Chromatic Aberration option.CHROMA_ABERRATION.comment=Separates different colors towards the edges of the screen. §c[-] Chromatic Aberration can cause the image to feel blurry; high values aren't recommended for gameplay. value.CHROMA_ABERRATION.4=4 §c[-] value.CHROMA_ABERRATION.5=5 §c[-] value.CHROMA_ABERRATION.6=6 §c[-] value.CHROMA_ABERRATION.7=7 §c[-] value.CHROMA_ABERRATION.8=8 §c[-]
option.FANCY_GLASS=Improved Glass option.FANCY_GLASS.comment=Improves the regular glass by adding a translucent layer to it. §c[-]§r Does not work on Iris because of a Sodium bug. §e[*]§r RP Support option must be set to Integrated PBR+.
option.GREEN_SCREEN_LIME=Green Screen Lime Blocks option.GREEN_SCREEN_LIME.comment=Turns "Lime Concrete", "Lime Wool", and "Lime Carpet" into green screens for video editing. Tip 1: Turn off "Bloom" option to improve separation. Tip 2: Put lights under lime carpets for lighting. Tip 3: You can turn off Anti-Aliasing (FXAA) and set Detail Quality to Potato in Performance Settings to disable all filtering and get pixel-perfect separation.
option.HAND_SWAYING=Hand Sway option.HAND_SWAYING.comment=Adds slow movement to the player hand to simulate a breathing animation. value.HAND_SWAYING.0=OFF value.HAND_SWAYING.1=Subtle value.HAND_SWAYING.2=Normal value.HAND_SWAYING.3=Intense
option.LESS_LAVA_FOG=Less Fog Inside Lava or Snow option.LESS_LAVA_FOG.comment=Reduces the lava fog and powder snow fog to improve visibility inside them.
option.REDUCE_CLOSE_PARTICLES=Reduce Close-up Particles option.REDUCE_CLOSE_PARTICLES.comment=Reduces the opacity of particles that are close to the camera to improve visibility.
option.SNOWY_WORLD=Snowy World option.SNOWY_WORLD.comment=Makes the entire world covered with snow.
option.SHOW_LIGHT_LEVEL=Show Light Levels option.SHOW_LIGHT_LEVEL.comment=In Overworld: Yellow means mobs can spawn during night time, red means mobs can spawn anytime. In Nether or End: Yellow means some mobs can spawn, red means all mobs can spawn. §e[*]§r Disable Smooth Lighting for precise results. value.SHOW_LIGHT_LEVEL.0=OFF value.SHOW_LIGHT_LEVEL.1=Hold Spider Eye value.SHOW_LIGHT_LEVEL.2=Hold Light Source value.SHOW_LIGHT_LEVEL.3=Always ON
option.COLOR_CODED_PROGRAMS=Color Coded Programs §c[-]§r option.COLOR_CODED_PROGRAMS.comment=Shows which shader programs are being used to render geometry. §c[-]§r This option is only for development purposes and shouldn't be used for gameplay. §e[*]§r Color values can be found in the shader pack files: shaders/lib/misc/colorCodedPrograms.glsl
option.GLOWING_COLORED_PARTICLES=Force Glowing Particles §c[-]§r option.GLOWING_COLORED_PARTICLES.comment=Makes all particles that are technically "colored" turn emissive. §c[-]§r This option isn't recommended for general gameplay as it makes a lot of particles glow when they are made of materials that shouldn't glow at all.
option.MINIMUM_LIGHT_MODE=Cave Lighting option.MINIMUM_LIGHT_MODE.comment=Adds extra lighting to areas that don't have skylight. §a[+]§r "Default" option determines the lighting according to the "Brightness" slider in Video Settings. §c[-]§r Drastically changing this setting can break the lighting balance. value.MINIMUM_LIGHT_MODE.0=Very Dark value.MINIMUM_LIGHT_MODE.1=Dark value.MINIMUM_LIGHT_MODE.2=Default §a[+] value.MINIMUM_LIGHT_MODE.3=Bright value.MINIMUM_LIGHT_MODE.4=Very Bright value.MINIMUM_LIGHT_MODE.5=Ultra Bright §c[-] value.MINIMUM_LIGHT_MODE.6=Extreme Bright §c[-]
option.AMBIENT_MULT=Shadow Light Multiplier option.AMBIENT_MULT.comment=Determines the amount of ambient lighting seen in shadows. §c[-]§r Drastically changing this setting can break the lighting balance.
option.GENERATED_NORMALS=Generated Normals option.GENERATED_NORMALS.comment=Adds auto-generated bumpy details to surfaces. §e[*]§r RP Support option must be set to Integrated PBR+.
option.COATED_TEXTURES=Coated Textures option.COATED_TEXTURES.comment=Adds auto-generated dusty details to textures. §e[*]§r RP Support option must be set to Integrated PBR+.
option.ENTITY_GN_AND_CT=Allow GN and CT on Entities option.ENTITY_GN_AND_CT.comment=Decides if Generated Normals and Coated Textures can appear on entities. §e[*]§r This won't enable GN or CT on entities if the main GN or CT options are disabled.
option.GENERATED_NORMAL_MULT=Generated Normal Strength option.GENERATED_NORMAL_MULT.comment=Adjusts the strength of auto-generated bumpy details on surfaces.
option.COATED_TEXTURE_MULT=Coated Texture Strength option.COATED_TEXTURE_MULT.comment=Adjusts the strength of auto-generated dusty details on textures.
option.GLOWING_ORE_MASTER=§eEnable Glowing Ores option.GLOWING_ORE_MASTER.comment=Enables the functionality of glowing ores. §e[*]§r Choosing "Default" will only enable glowing ores if the "Visual Style" is set to "Unbound". §e[*]§r The settings below won't work if this option isn't enabled. value.GLOWING_ORE_MASTER.0=§c关 value.GLOWING_ORE_MASTER.1=Default [*] value.GLOWING_ORE_MASTER.2=§aON
option.GLOWING_ORE_MULT=Ore Glow Strength option.GLOWING_ORE_MULT.comment=Determines the emission strength of glowing ores.
option.GLOWING_ORE_IRON=Glowing Iron Ore option.GLOWING_ORE_GOLD=Glowing Gold Ore option.GLOWING_ORE_COPPER=Glowing Copper Ore option.GLOWING_ORE_REDSTONE=Glowing Redstone Ore §e[*]§r option.GLOWING_ORE_REDSTONE.comment=§e[*]§r All redstone ores will still glow if they are "activated" regardless of this setting. option.GLOWING_ORE_LAPIS=Glowing Lapis Lazuli Ore option.GLOWING_ORE_EMERALD=Glowing Emerald Ore option.GLOWING_ORE_DIAMOND=Glowing Diamond Ore option.GLOWING_ORE_NETHERQUARTZ=Glowing Nether Quartz Ore option.GLOWING_ORE_NETHERGOLD=Glowing Nether Gold Ore option.GLOWING_ORE_GILDEDBLACKSTONE=Glowing Gilded Blackstone option.GLOWING_ORE_ANCIENTDEBRIS=Glowing Ancient Debris option.GLOWING_ORE_MODDED=Glowing Modded Ores §e[*]§r option.GLOWING_ORE_MODDED.comment=§e[*]§r You can add modded ore IDs to "Complementary-->shaders-->block.properties" file in order to make them glow. You can open block.properties using any text editor like notepad, and then add modded ore block IDs next to "block.10024=".
option.GLOWING_AMETHYST=Glowing Amethyst value.GLOWING_AMETHYST.0=§c关 value.GLOWING_AMETHYST.1=Crystal value.GLOWING_AMETHYST.2=Crystal & Block
option.GLOWING_LICHEN=Glowing Glow Lichen value.GLOWING_LICHEN.0=§c关 value.GLOWING_LICHEN.1=In Closed Areas value.GLOWING_LICHEN.2=Always
option.EMISSIVE_REDSTONE_BLOCK=Glowing Redstone Block
option.EMISSIVE_LAPIS_BLOCK=Glowing Lapis Lazuli Block
option.GLOWING_ARMOR_TRIM=Glowing Armor Trim §e[*]§r option.GLOWING_ARMOR_TRIM.comment=Makes armor trims emissive. §e[*]§r This feature only works on Iris, as Optifine doesn't support armor trim detection.
option.NORMAL_MAP_STRENGTH=Normal Map Strength option.NORMAL_MAP_STRENGTH.comment=Adjusts the strength of bumpy details on surfaces. §e[*]§r RP Support option must be set to labPBR/SEUSPBR, and a compatible resource pack must be used.
option.CUSTOM_EMISSION_INTENSITY=Custom Emission Intensity option.CUSTOM_EMISSION_INTENSITY.comment=Adjusts the intensity of glowing surfaces. §e[*]§r RP Support option must be set to labPBR/SEUSPBR, and a compatible resource pack must be used.
option.POM=Parallax Occlusion Mapping option.POM.comment=Enables 3D effect on surfaces. §c[-]§r This effect can severely impact performance. §e[*]§r RP Support option must be set to labPBR/SEUSPBR, and a compatible resource pack must be used. value.POM.false=OFF value.POM.true=ON §c[-]
option.POM_DEPTH=POM Depth option.POM_DEPTH.comment=Adjusts the depth of parallax occlusion mapping. §e[*]§r RP Support option must be set to labPBR/SEUSPBR, and a compatible resource pack must be used.
option.POM_QUALITY=POM Quality option.POM_QUALITY.comment=Adjusts the sharpness/accuracy of parallax occlusion mapping. §c[-]§r Values higher than 200 can severely impact performance. §e[*]§r Values lower than 100 will force "POM Lighting Mode" to "Smooth". §e[*]§r RP Support option must be set to labPBR/SEUSPBR, and a compatible resource pack must be used. value.POM_QUALITY.16=16 §e[*] value.POM_QUALITY.32=32 §e[*] value.POM_QUALITY.64=64 §e[*] value.POM_QUALITY.256=256 §c[-] value.POM_QUALITY.512=512 §c[-]
option.POM_DISTANCE=POM Distance option.POM_DISTANCE.comment=Adjusts how far parallax occlusion mapping is calculated. §e[*]§r It's recommended to keep this value below 50 to get a small performance gain. §e[*]§r RP Support option must be set to labPBR/SEUSPBR, and a compatible resource pack must be used. value.POM_DISTANCE.64=64 §e[*] value.POM_DISTANCE.128=128 §e[*] value.POM_DISTANCE.256=256 §e[*] value.POM_DISTANCE.512=512 §e[*] value.POM_DISTANCE.1024=1024 §e[*]
option.POM_LIGHTING_MODE=POM Lighting Mode option.POM_LIGHTING_MODE.comment=Adjusts the lighting style for POM-affected surfaces. Sharp: POM walls won't get light if they aren't facing towards the light. Smooth: POM walls will still get light as if they are not walls. §e[*]§r This option will be forced to "Smooth" if POM Quality is set lower than 100. value.POM_LIGHTING_MODE.1=Smooth value.POM_LIGHTING_MODE.2=Sharp
option.POM_ALLOW_CUTOUT=POM on Cutout Surfaces §c[-]§r option.POM_ALLOW_CUTOUT.comment=Makes POM be able to work on cutout block sections (like gaps of leaves). §c[-]§r This effect can severely impact performance.
option.DIRECTIONAL_BLOCKLIGHT=Directional Blocklight option.DIRECTIONAL_BLOCKLIGHT.comment=Adds depth to blocklight depending on the surface normal. §c[-]§r May cause visual artifacts in some situations. §c[-]§r This effect can impact performance. §e[*]§r RP Support option must be set to labPBR/SEUSPBR, and a compatible resource pack must be used. value.DIRECTIONAL_BLOCKLIGHT.0=OFF value.DIRECTIONAL_BLOCKLIGHT.3=Subtle §c[-] value.DIRECTIONAL_BLOCKLIGHT.7=Normal §c[-] value.DIRECTIONAL_BLOCKLIGHT.11=Intense §c[-]
option.HELD_LIGHTING_MODE=Dynamic Handheld Lighting option.HELD_LIGHTING_MODE.comment=Allows handheld light sources to cast light onto the scene. value.HELD_LIGHTING_MODE.0=§c关 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_FOLIAGE=Waving Foliage option.WAVING_FOLIAGE.comment=Adds movement to foliage to simulate wind.
option.WAVING_LEAVES=Waving Leaves option.WAVING_LEAVES.comment=Adds movement to leaves to simulate wind.
option.WAVING_LAVA=Waving Lava Texture option.WAVING_LAVA.comment=Adds constant movement to lava. §e[*]§r Lava waving in particular is not affected by the "No Waving in Closed Areas" setting.
option.WAVING_LILY_PAD=Waving Lily Pad option.WAVING_LILY_PAD.comment=Adds movement to lily pads to simulate impact from water waves.
option.WAVING_WATER_VERTEX=Waving Water Texture option.WAVING_WATER_VERTEX.comment=Adds movement to water position to simulate wind. §e[*]§r This option is not related to the "Water Wave Strength" setting.
option.WAVING_RAIN=Waving Rain/Snow Texture option.WAVING_RAIN.comment=Adds movement to falling rain and snow textures to make it look more dynamic.
option.WORLD_OUTLINE=World Outline option.WORLD_OUTLINE.comment=Adds bright outlines around blocks. §c[-]§r This effect can impact performance.
option.WORLD_OUTLINE_THICKNESS=World Outline Thickness option.WORLD_OUTLINE_THICKNESS.comment=Determines the thickness of the World Outline effect. §c[-]§r Increasing this setting can impact performance.
option.WORLD_OUTLINE_I=World Outline Brightness option.WORLD_OUTLINE_I.comment=Determines how intense the World Outline effect will be.
option.DARK_OUTLINE=Dark Outline option.DARK_OUTLINE.comment=Adds dark outlines around blocks. §c[-]§r This effect can impact performance.
option.DARK_OUTLINE_THICKNESS=Dark Outline Thickness option.DARK_OUTLINE_THICKNESS.comment=Determines the thickness of the Dark Outline effect. §c[-]§r Increasing this setting can impact performance.
option.RAIN_PUDDLES=Rain Puddles option.RAIN_PUDDLES.comment=Adds water puddles to the terrain during rain. §e[*]§r RP Support option must be set to anything but Basic, and Block Reflection Quality must be set to Medium or higher. §c[-]§r Rain puddles can severely impact performance. value.RAIN_PUDDLES.0=OFF value.RAIN_PUDDLES.1=§aON - Puddles value.RAIN_PUDDLES.2=§aON - Full Coverage value.RAIN_PUDDLES.3=§aON - §cAlways§a Puddles value.RAIN_PUDDLES.4=§aON - §cAlways§a Full
option.UNDERWATER_DISTORTION=Underwater Distortion option.UNDERWATER_DISTORTION.comment=Adds subtle refraction to the screen when the camera is inside water.
option.SELECT_OUTLINE=Selection Outline option.SELECT_OUTLINE.comment=Determines the color of the block selection outline. value.SELECT_OUTLINE.0=§c关 value.SELECT_OUTLINE.1=Default value.SELECT_OUTLINE.2=Rainbow value.SELECT_OUTLINE.3=Select Color value.SELECT_OUTLINE.4=Versatile
option.SELECT_OUTLINE_I=SO Brightness option.SELECT_OUTLINE_R=SO Red option.SELECT_OUTLINE_G=SO Green option.SELECT_OUTLINE_B=SO Blue
option.MOON_PHASE_INF_LIGHT=Moon Phased Night Lighting option.MOON_PHASE_INF_LIGHT.comment=Enables different moon phases to change the night lighting brightness.
option.MOON_PHASE_INF_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.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