OASIS会员特权详情:修订间差异

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#shaders/lang/zh_CN.lang
{| class="wikitable" style="width:100%;text-align:center;margin:auto"
|+
!'''特权项目'''
!'''Oasis 普通船员'''
!'''「</font><font color=#2cb2ec>Oasis Plus</font>」特权称号'''
!'''「</font><font color=#ee4426>Oasis Life</font>」永久会员'''
|-
|特权'''称号'''
|「船员」
|「<font color=#2cb2ec>Oasis Plus</font>」
|「<font color=#ee4426>Oasis Life</font>」
|-
|'''「<font color=#2cb2ec><b>Plus</b></font>」会员每周礼包'''
|<font color="red" size=4%><b>×</b></font>
|<font color="limegreen" size=4%><b>✓</b></font>
|<font color="limegreen" size=4%><b>✓</b></font>
|-
|'''「<font color=#2cb2ec><b>Plus</b></font>」会员每月礼包'''
|<font color="red" size=4%><b>×</b></font>
|<font color="limegreen" size=4%><b>✓</b></font>
|<font color="limegreen" size=4%><b>✓</b></font>
|-
|随身铁砧,'''解除'''过于昂贵限制
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|-
|有效期内,'''免费'''自动解锁通行证付费路线
|<font color="red" size=4%><b>×</b></font>
|<font color="limegreen" size=4%><b>✓</b></font>
|<font color="limegreen" size=4%><b>✓</b></font>
|-
|设置'''“家”'''的数量
|3
|<font color=#2cb2ec><b>5</b></font>
|<font color=#2cb2ec><b>10</b></font>
|-
|路径'''特效'''
|<font color="red" size=4%><b>×</b></font>
|<font color="limegreen" size=4%><b>✓</b></font>
|<font color="limegreen" size=4%><b>✓</b></font>
|-
|地图画'''免费'''定制
|<font color="red" size=4%><b>×</b></font>
|<font color=#2cb2ec><b>3</b></font>
|<font color=#2cb2ec><b>3</b></font>
|-
|星际快递跨星球'''免费'''邮寄物品
|<font color="red" size=4%><b>×</b></font>
|<font color="limegreen" size=4%><b>✓</b></font>
|<font color="limegreen" size=4%><b>✓</b></font>
|-
|商城'''VIP专区'''
|<font color="red" size=4%><b>×</b></font>
|<font color="limegreen" size=4%><b>✓</b></font>
|<font color="limegreen" size=4%><b>✓</b></font>
|-
|古书裂隙'''额外'''会员奖励
|<font color="red" size=4%><b>×</b></font>
|<font color="limegreen" size=4%><b>✓</b></font>
|<font color="limegreen" size=4%><b>✓</b></font>
|-
|会员'''限定'''购买珍奇
|<font color="red" size=4%><b>×</b></font>


#Profiles
|<font color="limegreen" size=4%><b>✓</b></font>
profile.POTATO=§4最低
|<font color="limegreen" size=4%><b>✓</b></font>
profile.VERYLOW=§6非常低
|-
profile.LOW=§e低
|'''永久'''充值'''9折'''
profile.MEDIUM=§a中
|<font color="red" size=4%><b>×</b></font>
profile.HIGH=§b高(默认)
|<font color="red" size=4%><b>×</b></font>
profile.VERYHIGH=§9非常高
|<font color="limegreen" size=4%><b>✓</b></font>
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.
|'''「<font color=#ee4426>Life</font>」会员专属月度礼包'''
 
|<font color="red" size=4%><b>×</b></font>
#Information
|<font color="red" size=4%><b>×</b></font>
screen.INFORMATION=信息
|<font color="limegreen" size=4%><b>✓</b></font>
screen.INFORMATION.comment=这部分按钮仅用于提供信息
|-
 
|每月签到全勤'''返利'''霓虹碎片
option.info0=§b将鼠标悬停在按钮上
|<font color="red" size=4%><b>×</b></font>
value.info0.0=
|<font color="red" size=4%><b>×</b></font>
option.info0.comment=这部分按钮仅用于提供信息
|<font color="limegreen" size=4%><b>✓</b></font>
 
|}
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) 23:19的版本

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