#shaders/lang/en_us.lang #Profiles profile.POTATO=§4Potato profile.VERYLOW=§6Very Low profile.LOW=§eLow profile.MEDIUM=§aMedium profile.HIGH=§bHigh (Default) profile.VERYHIGH=§9Very High profile.ULTRA=§dUltra profile.comment=Shader profiles change performance settings with the most optimised visual fidelity to performance ratio. §e[*]§r It's recommended to use one of these profiles for your settings unless you know what you are doing. §e[*]§r All affected settings can all be found in the "Performance Settings" menu. The Euphoria Patches Profile enables the community's favorite settings. #Information screen.INFORMATION=Information screen.INFORMATION.comment=This section contains buttons that only exist to provide information. option.info0=§bHover your mouse on a button value.info0.0= option.info0.comment=This section contains buttons that only exist to provide information. option.info1=How to get more performance value.info1.0= option.info1.comment=Performance is a complex topic in Minecraft because it gets affected by so many things, but you can try these:. Reduce your render distance, ideally it should be between 6 and 16 for almost every device. Reduce the "Profile" shader setting, these have been carefully tested for the best visual/performance ratio. More information will be added later. option.info2=What are the best settings value.info2.0= option.info2.comment=Best settings are subjective, but using the default settings will be the near-best for most people. The default settings have been shaped by years of community evaluations and feedback, while paying a lot of attention to the visual/performance ratio. But you should still feel free to tweak around and have fun doing so! option.info3=What is Profile or Visual Style value.info3.0= option.info3.comment="Profile" setting changes the settings found in the "Performance Settings" menu, while not affecting any preference-based settings. "Visual Style" changes the "Default Style" values that exist on many preference-based settings, but it does not impact performance by an important amount. option.info4=What is RP Support value.info4.0= option.info4.comment=RP Support option determines how the shader pack treats the different blocks of Minecraft. For example, §bIntegratedPBR+§r treats gold blocks as reflective things, while §elabPBR§r or §eseuspbr§r require you to install a resource pack to tell that to the shader. Setting RP Support to §aBasic§r will make it so that no block is "special" other than a couple exceptions like water. option.info5=How to fix mod issues value.info5.0= option.info5.comment=Mod incompatibilities are inevitable with shader packs because of the way they work, but you can check out this information page about mod issues with Complementary to view a bunch of known fixes. www.complementary.dev/mod-issues option.info6= value.info6.0= option.info6.comment= option.info7= value.info7.0= option.info7.comment= option.info8=How to join the community value.info8.0= option.info8.comment=You can join the Complementary Discord server to join our friendly community, and be able to contact developers or experienced community members. www.complementary.dev/discord option.info9=How to support Complementary value.info9.0= option.info9.comment=Best way to support the development of Complementary is to share it with your friends or social media, but you can also directly support the developer on Patreon. www.patreon.com/emingt option.info10=Credits value.info10.0= option.info10.comment=EminGT: The main developer of Complementary. Capt Tatsu: Developer of BSL Shaders, his generosity is what made Complementary possible in the first place. Special Thanks: IMS212, sp614x, Chocapic13, Robobo1221, SixthSurge, null511, fayer3, catlikecoding, Builderb0y, Jessie, SpacEagle17, isuewo, flytrap #Style option.SHADER_STYLE=Visual Style option.SHADER_STYLE.comment=Determines the default visual style of the shader pack. §bReimagined§r: Complementing Minecraft while preserving its unique visual elements. §dUnbound§r: Reworking the visuals of Minecraft with a semi-realistic fantasy style. §e[*]§r Affected settings: Water Style, Cloud Style, Sun/Moon Style, Sun/Moon Angle, Aurora Style. value.SHADER_STYLE.1=§bReimagined value.SHADER_STYLE.4=§dUnbound #Screens screen.PERFORMANCE_SETTINGS=§ePerformance Settings§r screen.PERFORMANCE_SETTINGS.comment=Settings that directly relate to the performance, and get changed by the different shader profiles. screen.ATMOSPHERE_SETTINGS=Atmosphere screen.ATMOSPHERE_SETTINGS.comment=Settings that relate to the atmosphere. screen.ATM_COLOR_SETTINGS=Atmosphere Color Multipliers screen.ATM_COLOR_SETTINGS.comment=Enables customization of atmosphere colors that are mostly seen in the sky and fog. screen.MORNING_ATM_MULTS=Sunrise/Sunset Time screen.NOON_ATM_MULTS=Noon Time screen.NIGHT_ATM_MULTS=Night Time screen.RAIN_ATM_MULTS=Rainy/Snowy Weather screen.NETHER_ATM_MULTS=The Nether Dimension screen.END_ATM_MULTS=The End Dimension screen.CLOUD_SETTINGS=Clouds screen.CLOUD_SETTINGS.comment=Settings that relate to the clouds. screen.CLOUD_COLOR_SETTINGS=Cloud Color screen.CLOUD_COLOR_SETTINGS.comment=Settings to change the color of the clouds. screen.CLOUD_UNBOUND_SETTINGS=Unbound Cloud Settings screen.CLOUD_REIMAGINED_SETTINGS=Reimagined Cloud Settings screen.FOG_SETTINGS=Fog screen.FOG_SETTINGS.comment=Settings that relate to the various types of fog. screen.SUN_MOON_SETTINGS=Sun / Moon screen.SUN_MOON_SETTINGS.comment=Settings that relate to the sun and moon. screen.NETHER_SETTINGS=The Nether Dimension screen.NETHER_SETTINGS.comment=Settings that relate to the Nether dimension. screen.CAMERA_SETTINGS=Camera screen.CAMERA_SETTINGS.comment=Settings that relate to the view/camera. screen.TONEMAP_SETTINGS=Color Balance screen.TONEMAP_SETTINGS.comment=Settings that determine the color balance of the visuals. screen.COLORGRADING_SETTINGS=Color Grading screen.COLORGRADING_SETTINGS.comment=Settings to mix up the final color channels. screen.WORLD_BLUR_SETTINGS=World Blur screen.WORLD_BLUR_SETTINGS.comment=Settings that relate to fancy world blurring effects. screen.MATERIAL_SETTINGS=Materials screen.MATERIAL_SETTINGS.comment=Settings that are related to the materials of Minecraft. screen.IPBR_SETTINGS=IntegratedPBR+ Materials screen.IPBR_SETTINGS.comment=Settings that are related to the features of IntegratedPBR+. screen.GLOWING_ORE_SETTINGS=Glowing Ores screen.GLOWING_ORE_SETTINGS.comment=Settings to adjust emission of ore blocks. screen.GLOWING_STUFF_SETTINGS=Glowing Stuff screen.GLOWING_STUFF_SETTINGS.comment=Settings to adjust emission of miscellaneous blocks. screen.OTHER_IPBR_SETTINGS=Other screen.OTHER_IPBR_SETTINGS.comment=Miscellaneous IntegratedPBR+ settings. screen.CUSTOM_PBR_SETTINGS=labPBR/seuspbr Materials screen.CUSTOM_PBR_SETTINGS.comment=Settings that are related to the features of labPBR/seuspbr. screen.LIGHTING_SETTINGS=Lighting screen.LIGHTING_SETTINGS.comment=Settings that are related to lighting. screen.LIGHT_COLOR_SETTINGS=Lighting Color Multipliers screen.LIGHT_COLOR_SETTINGS.comment=Enables customization of lighting colors that are seen on all surfaces. screen.MORNING_LIGHT_MULTS=Sunrise/Sunset Time screen.NOON_LIGHT_MULTS=Noon Time screen.NIGHT_LIGHT_MULTS=Night Time screen.RAIN_LIGHT_MULTS=Rainy/Snowy Weather screen.NETHER_LIGHT_MULTS=The Nether Dimension screen.END_LIGHT_MULTS=The End Dimension screen.BLOCKLIGHT_COLOR_SETTINGS=Blocklight Color screen.BLOCKLIGHT_COLOR_SETTINGS.comment=Settings to adjust the color emitted from light source blocks. screen.MOON_PHASE_INF_SETTINGS=Moon Phase Influence screen.MOON_PHASE_INF_SETTINGS.comment=Settings to determine how different moon phases affect the night lighting. screen.WATER_SETTINGS=Water screen.WATER_SETTINGS.comment=Settings that are about water. screen.WATER_COLOR_SETTINGS=Water Surface Color screen.UNDERWATER_COLOR_SETTINGS=Underwater Color screen.WATER_WAVE_SETTINGS=Waving Water Normals §e[*]§r screen.WATER_WAVE_SETTINGS.comment=Settings to customise the surface-direction waves (normals) seen on water. §e[*]§r These settings only work when the Water Style is set to "Reimagined + Waves" or "Unbound". screen.WAVING_SETTINGS=Waving Textures screen.WAVING_SETTINGS.comment=Settings that are about waving textures. screen.OTHER_SETTINGS=Other screen.OTHER_SETTINGS.comment=Settings that don't fit into any other category. screen.SELECT_OUTLINE_SETTINGS=Selection Outline screen.SELECT_OUTLINE_SETTINGS.comment=Settings that change the block selection outline. screen.WORLD_OUTLINE_SETTINGS=World Outline screen.WORLD_OUTLINE_SETTINGS.comment=Settings that are about optional outline effects. #Settings option.RP_MODE=RP Support option.RP_MODE.comment=Changes many internal calculations to determine how different blocks and materials will be rendered. §bIntegrated PBR+§r: Calculated PBR and extra effects, highly recommended for most use cases. §aBasic§r: No PBR or extra effects. §elabPBR/seuspbr§r: Materials using the required PBR resource packs. value.RP_MODE.0=§aBasic value.RP_MODE.1=§bIntegrated PBR+ value.RP_MODE.2=§eseuspbr (RP Required) value.RP_MODE.3=§elabPBR (RP Required) option.WATER_QUALITY=Water Material Quality option.WATER_QUALITY.comment=Adjusts the visual quality of water. §bHigh§r: Enables water refraction and allows for more detail on wavy water styles. §aMedium§r: Default. §eLow§r: No edge foaming, no fancy alpha, no varying color intensity, no surface shadows, and no wave parallax. value.WATER_QUALITY.1=§eLow value.WATER_QUALITY.2=§aMedium value.WATER_QUALITY.3=§bHigh option.WATER_REFLECT_QUALITY=Water Reflection Quality option.WATER_REFLECT_QUALITY.comment=Adjusts the visual quality of reflections that appear on translucents. §aMedium§r: Screenspace ray-traced reflections on water and translucents. §4Potato§r: Replaces water and translucent reflections with a faster method, may look incorrect in some situations. §cOFF§r: No reflections. value.WATER_REFLECT_QUALITY.0=§cOFF value.WATER_REFLECT_QUALITY.1=§4Potato value.WATER_REFLECT_QUALITY.2=§aMedium option.BLOCK_REFLECT_QUALITY=Block Reflection Quality §e[*]§r option.BLOCK_REFLECT_QUALITY.comment=Adjusts the visual quality of reflections that appear on solid materials. §bHigh§r: Sun/moon highlights + smoother specular reflections using a temporal filter. §aMedium§r: Sun/moon highlights + specular reflections. §eLow§r: Sun/moon highlights only. §e[*]§r RP Support option must be set to anything but Basic for any specular reflections to appear. value.BLOCK_REFLECT_QUALITY.0=§cOFF value.BLOCK_REFLECT_QUALITY.1=§eLow value.BLOCK_REFLECT_QUALITY.2=§aMedium value.BLOCK_REFLECT_QUALITY.3=§bHigh option.REALTIME_SHADOWS=Real-Time Shadows option.REALTIME_SHADOWS.comment=Enables traditional shadows that move depending on the terrain and sun/moon angle. §e[*]§r Disabling this option will cause Light Shafts to not work, and will stop other shadow options from doing anything value.REALTIME_SHADOWS.true=§bON value.REALTIME_SHADOWS.false=§cOFF option.SHADOW_QUALITY=Shadow Sample Quality option.SHADOW_QUALITY.comment=Adjusts the quality of shadows. Every tier further reduces the shadow noise artifacts, and options lower than §bHigh§r enable optimised shadows on leaves; meanwhile the §6Very Low§r option significantly downgrades shadows in multiple ways. value.SHADOW_QUALITY.0=§6Very Low value.SHADOW_QUALITY.1=§eLow value.SHADOW_QUALITY.2=§aMedium value.SHADOW_QUALITY.3=§bHigh value.SHADOW_QUALITY.4=§9Very High value.SHADOW_QUALITY.5=§dUltra option.LIGHTSHAFT_QUALI_DEFINE=Light Shaft Quality option.LIGHTSHAFT_QUALI_DEFINE.comment=Adjusts the quality of light shafts. Every tier further reduces the light shaft noise artifacts. value.LIGHTSHAFT_QUALI_DEFINE.0=§cOFF value.LIGHTSHAFT_QUALI_DEFINE.1=§eLow value.LIGHTSHAFT_QUALI_DEFINE.2=§aMedium value.LIGHTSHAFT_QUALI_DEFINE.3=§bHigh value.LIGHTSHAFT_QUALI_DEFINE.4=§9Very High option.shadowDistance=Shadow Distance option.shadowDistance.comment=Adjusts the distance from the player which real-time shadows are rendered. §e[*]§r The value is internally capped at Render Distance. §c[-]§r Lower values may cause excessive Light Shaft leaking. value.shadowDistance.64.0=§e4 Chunks §c[-] value.shadowDistance.80.0=§e5 Chunks §c[-] value.shadowDistance.96.0=§e6 Chunks §c[-] value.shadowDistance.112.0=§e7 Chunks §c[-] value.shadowDistance.128.0=§a8 Chunks value.shadowDistance.160.0=§a10 Chunks value.shadowDistance.192.0=§b12 Chunks value.shadowDistance.224.0=§b14 Chunks value.shadowDistance.256.0=§b16 Chunks value.shadowDistance.320.0=§d20 Chunks value.shadowDistance.384.0=§d24 Chunks value.shadowDistance.512.0=§d32 Chunks value.shadowDistance.768.0=§d48 Chunks value.shadowDistance.1024.0=§d64 Chunks option.ENTITY_SHADOWS=Entity Shadows option.ENTITY_SHADOWS.comment=Enables the ability for entities and block entities to cast shadows. value.ENTITY_SHADOWS.true=§dON value.ENTITY_SHADOWS.false=§eOFF option.DETAIL_QUALITY=Detail Quality option.DETAIL_QUALITY.comment=Adjusts several small things that affect performance. Adjust the quality of: TAA, lighting tweaks, Night Nebula, Nether Storm, Ender Beams, sky effect reflections. value.DETAIL_QUALITY.0=§4Potato value.DETAIL_QUALITY.2=§aMedium value.DETAIL_QUALITY.3=§bHigh option.CLOUD_QUALITY=Cloud Quality option.CLOUD_QUALITY.comment=Adjusts the lighting, detail, and sample quality of Reimagined/Unbound cloud styles. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles. value.CLOUD_QUALITY.0=§cOFF value.CLOUD_QUALITY.1=§eLow value.CLOUD_QUALITY.2=§aMedium value.CLOUD_QUALITY.3=§bHigh option.SSAO_QUALI_DEFINE=Edge Shadow (SSAO) Quality option.SSAO_QUALI_DEFINE.comment=Adjusts the quality of Screen-Space Ambient Occlusion (SSAO) which adds extra ambient shadowing to the edges of the scene. Every tier further reduces the ssao noise artifacts. value.SSAO_QUALI_DEFINE.0=§cOFF value.SSAO_QUALI_DEFINE.2=§aMedium value.SSAO_QUALI_DEFINE.3=§bHigh value.SSAO_QUALI_DEFINE.5=§dUltra option.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=§eOFF 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=§cOFF option.VANILLAAO_I=Edge Shadow Intensity (Vanilla) option.VANILLAAO_I.comment=Determines the strength of Minecraft's ambient occlusion which adds extra ambient shadowing to the edges of the scene. value.VANILLAAO_I.0=§cOFF option.BORDER_FOG=Border Fog option.BORDER_FOG.comment=Intense fog on the edges of the loaded world to hide chunk borders. §e[*]§r It's recommended to disable Border Fog when playing with less than 8 chunks of render distance. option.ATM_FOG_MULT=Atmospheric Fog option.ATM_FOG_MULT.comment=Adjusts the intensity of altitude-based fog. value.ATM_FOG_MULT.0.50=Very Subtle value.ATM_FOG_MULT.0.65=Subtle value.ATM_FOG_MULT.0.80=Normal value.ATM_FOG_MULT.0.95=Intense option.ATM_FOG_DISTANCE=Atmospheric Fog Distance option.ATM_FOG_DISTANCE.comment=Adjusts the distance from the camera that the atmospheric fog starts to appear. §e[*]§r Note that the fog distance also gets automatically adjusted by the Render Distance setting in Video Settings. option.ATM_FOG_ALTITUDE=Atmospheric Fog Altitude option.ATM_FOG_ALTITUDE.comment=Determines the altitude that the atmospheric fog appears the most prominently. option.CAVE_FOG=Cave Fog option.CAVE_FOG.comment=Enables extra fog in deep underground areas. option.LIGHTSHAFT_BEHAVIOUR=Light Shaft Mode option.LIGHTSHAFT_BEHAVIOUR.comment=Determines the behaviour of light shafts. §a[+]§r Scene Aware Light Shafts automatically transition between regular and extreme modes to provide the best results. §c[-]§r Extreme mode is not recommended for general gameplay, and it can severely impact performance. value.LIGHTSHAFT_BEHAVIOUR.0=§cOFF value.LIGHTSHAFT_BEHAVIOUR.1=Scene Aware §a[+] value.LIGHTSHAFT_BEHAVIOUR.2=Regular value.LIGHTSHAFT_BEHAVIOUR.3=Extreme §c[-] option.LIGHTSHAFT_DAY_I=Light Shaft Day Multiplier option.LIGHTSHAFT_NIGHT_I=Light Shaft Night Multiplier option.LIGHTSHAFT_RAIN_I=Light Shaft Rain Multiplier option.CLOUD_STYLE_DEFINE=Cloud Style option.CLOUD_STYLE_DEFINE.comment=Determines the style of clouds. §e[*]§r "Default Style" means that the setting will be automatically determined by the "Visual Style" setting in the main menu of Shader Options. §e[*]§r The "Vanilla" style requires clouds to be enabled in Video Settings. value.CLOUD_STYLE_DEFINE.-1=Default Style value.CLOUD_STYLE_DEFINE.0=§cOFF value.CLOUD_STYLE_DEFINE.1=Reimagined value.CLOUD_STYLE_DEFINE.3=Unbound value.CLOUD_STYLE_DEFINE.50=Vanilla §e[*] option.CLOUD_SHADOWS=Cloud Shadows option.CLOUD_SHADOWS.comment=Enables shadows that are cast from the clouds. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles. §e[*]§r Cloud shadows will be randomly generated if Cloud Style is set to "Unbound", because of the extra complexity of Unbound clouds. option.CLOUD_CLOSED_AREA_CHECK=Prevent Clouds in Interiors option.CLOUD_CLOSED_AREA_CHECK.comment=Does additional checks to remove clouds in closed areas. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles. §e[*]§r This setting will be treated as disabled if "Real-Time Shadows" are also disabled. option.CLOUD_ALT1=Cloud Altitude option.CLOUD_ALT1.comment=Determines the world height which the clouds will appear at. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles. option.CLOUD_SPEED_MULT=Cloud Speed option.CLOUD_SPEED_MULT.comment=Determines how fast the clouds are going to move. "Synced to World Time" setting uses Minecraft world time to advance the cloud positions; this allows for clouds to appear the same between players in the same server. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles. value.CLOUD_SPEED_MULT.100=Synced to World Time option.CLOUD_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 Chunks value.NETHER_VIEW_LIMIT.112.0=7 Chunks value.NETHER_VIEW_LIMIT.128.0=8 Chunks value.NETHER_VIEW_LIMIT.160.0=10 Chunks value.NETHER_VIEW_LIMIT.192.0=12 Chunks value.NETHER_VIEW_LIMIT.224.0=14 Chunks value.NETHER_VIEW_LIMIT.256.0=16 Chunks value.NETHER_VIEW_LIMIT.320.0=20 Chunks value.NETHER_VIEW_LIMIT.384.0=24 Chunks value.NETHER_VIEW_LIMIT.512.0=32 Chunks §c[-] value.NETHER_VIEW_LIMIT.768.0=48 Chunks §c[-] value.NETHER_VIEW_LIMIT.1024.0=64 Chunks §c[-] value.NETHER_VIEW_LIMIT.99999.0=Limitless §c[-] option.NETHER_COLOR_MODE=Color Mode option.NETHER_COLOR_MODE.comment=Determines how the ambience colors will be handled in the Nether. Constant: Colors won't change between biomes. Biome Based: Colors will change depending on the biome. Biome Based (Modified): Biome based, but the colors have been rebalanced to better suit the default visual direction of Complementary. value.NETHER_COLOR_MODE.3=Biome Based (Modified) value.NETHER_COLOR_MODE.2=Biome Based value.NETHER_COLOR_MODE.0=Constant option.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.60=60 value.SUN_ANGLE.55=55 value.SUN_ANGLE.50=50 value.SUN_ANGLE.45=45 value.SUN_ANGLE.40=40 value.SUN_ANGLE.35=35 value.SUN_ANGLE.30=30 value.SUN_ANGLE.25=25 value.SUN_ANGLE.20=20 value.SUN_ANGLE.15=15 value.SUN_ANGLE.10=10 value.SUN_ANGLE.5=5 value.SUN_ANGLE.0=0 §r(§bReimagined§r) value.SUN_ANGLE.-5=-5 value.SUN_ANGLE.-10=-10 value.SUN_ANGLE.-15=-15 value.SUN_ANGLE.-20=-20 value.SUN_ANGLE.-25=-25 value.SUN_ANGLE.-30=-30 value.SUN_ANGLE.-35=-35 value.SUN_ANGLE.-40=-40 §r(§dUnbound§r) value.SUN_ANGLE.-45=-45 value.SUN_ANGLE.-50=-50 value.SUN_ANGLE.-55=-55 value.SUN_ANGLE.-60=-60 option.SUN_MOON_STYLE_DEFINE=Sun/Moon Style option.SUN_MOON_STYLE_DEFINE.comment=Determines the style of sun/moon. §e[*]§r This setting might interact incorrectly with some resource packs due to the limitations of sun/moon/skybox differentiation. value.SUN_MOON_STYLE_DEFINE.-1=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=§cOFF value.AURORA_STYLE_DEFINE.1=Reimagined value.AURORA_STYLE_DEFINE.2=Unbound option.AURORA_CONDITION=Aurora option.AURORA_CONDITION.comment=Determines the condition(s) for the Aurora Borealis to appear. §e[*]§r Aurora Borealis will only appear during night regardless of this setting value.AURORA_CONDITION.0=Every Night value.AURORA_CONDITION.1=Full Moon value.AURORA_CONDITION.2=Snowy Biome value.AURORA_CONDITION.3=Full Moon in Snowy Biome value.AURORA_CONDITION.4=Full Moon or Snowy Biome option.NIGHT_NEBULA=Night Nebulae option.NIGHT_NEBULA.comment=Adds galaxy-style nebulae to the night sky. The nebulae are procedurally generated, and they will look different every night. §c[-]§r This effect can impact performance. §e[*]§r "Nebulae" isn't a typo, it's the plural of Nebula =D option.NIGHT_NEBULA_I=Night Nebula Brightness option.NIGHT_NEBULA_I.comment=Adjusts the brightness of Night Nebulae. option.WEATHER_TEX_OPACITY=Weather Texture Opacity option.WEATHER_TEX_OPACITY.comment=Adjusts the opacity of the rainfall/snowfall weather textures. option.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=§eOFF option.IMAGE_SHARPENING=Image Sharpening option.IMAGE_SHARPENING.comment=Makes the image sharper using a filter. §c[-]§r Too much sharpening might cause visual artifacts like aliasing, flickering, noise, and subtle brightness changes. value.IMAGE_SHARPENING.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=§cOFF value.GLOWING_ORE_MASTER.1=Default [*] value.GLOWING_ORE_MASTER.2=§aON option.GLOWING_ORE_MULT=Ore Glow Strength option.GLOWING_ORE_MULT.comment=Determines the emission strength of glowing ores. option.GLOWING_ORE_IRON=Glowing Iron Ore option.GLOWING_ORE_GOLD=Glowing Gold Ore option.GLOWING_ORE_COPPER=Glowing Copper Ore option.GLOWING_ORE_REDSTONE=Glowing Redstone Ore §e[*]§r option.GLOWING_ORE_REDSTONE.comment=§e[*]§r All redstone ores will still glow if they are "activated" regardless of this setting. option.GLOWING_ORE_LAPIS=Glowing Lapis Lazuli Ore option.GLOWING_ORE_EMERALD=Glowing Emerald Ore option.GLOWING_ORE_DIAMOND=Glowing Diamond Ore option.GLOWING_ORE_NETHERQUARTZ=Glowing Nether Quartz Ore option.GLOWING_ORE_NETHERGOLD=Glowing Nether Gold Ore option.GLOWING_ORE_GILDEDBLACKSTONE=Glowing Gilded Blackstone option.GLOWING_ORE_ANCIENTDEBRIS=Glowing Ancient Debris option.GLOWING_ORE_MODDED=Glowing Modded Ores §e[*]§r option.GLOWING_ORE_MODDED.comment=§e[*]§r You can add modded ore IDs to "Complementary-->shaders-->block.properties" file in order to make them glow. You can open block.properties using any text editor like notepad, and then add modded ore block IDs next to "block.10024=". option.GLOWING_AMETHYST=Glowing Amethyst value.GLOWING_AMETHYST.0=§cOFF value.GLOWING_AMETHYST.1=Crystal value.GLOWING_AMETHYST.2=Crystal & Block option.GLOWING_LICHEN=Glowing Glow Lichen value.GLOWING_LICHEN.0=§cOFF value.GLOWING_LICHEN.1=In Closed Areas value.GLOWING_LICHEN.2=Always option.EMISSIVE_REDSTONE_BLOCK=Glowing Redstone Block option.EMISSIVE_LAPIS_BLOCK=Glowing Lapis Lazuli Block option.GLOWING_ARMOR_TRIM=Glowing Armor Trim §e[*]§r option.GLOWING_ARMOR_TRIM.comment=Makes armor trims emissive. §e[*]§r This feature only works on Iris, as Optifine doesn't support armor trim detection. option.NORMAL_MAP_STRENGTH=Normal Map Strength option.NORMAL_MAP_STRENGTH.comment=Adjusts the strength of bumpy details on surfaces. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used. option.CUSTOM_EMISSION_INTENSITY=Custom Emission Intensity option.CUSTOM_EMISSION_INTENSITY.comment=Adjusts the intensity of glowing surfaces. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used. option.POM=Parallax Occlusion Mapping option.POM.comment=Enables 3D effect on surfaces. §c[-]§r This effect can severely impact performance. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used. value.POM.false=OFF value.POM.true=ON §c[-] option.POM_DEPTH=POM Depth option.POM_DEPTH.comment=Adjusts the depth of parallax occlusion mapping. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used. option.POM_QUALITY=POM Quality option.POM_QUALITY.comment=Adjusts the sharpness/accuracy of parallax occlusion mapping. §c[-]§r Values higher than 200 can severely impact performance. §e[*]§r Values lower than 100 will force "POM Lighting Mode" to "Smooth". §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used. value.POM_QUALITY.16=16 §e[*] value.POM_QUALITY.32=32 §e[*] value.POM_QUALITY.64=64 §e[*] value.POM_QUALITY.256=256 §c[-] value.POM_QUALITY.512=512 §c[-] option.POM_DISTANCE=POM Distance option.POM_DISTANCE.comment=Adjusts how far parallax occlusion mapping is calculated. §e[*]§r It's recommended to keep this value below 50 to get a small performance gain. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used. value.POM_DISTANCE.64=64 §e[*] value.POM_DISTANCE.128=128 §e[*] value.POM_DISTANCE.256=256 §e[*] value.POM_DISTANCE.512=512 §e[*] value.POM_DISTANCE.1024=1024 §e[*] option.POM_LIGHTING_MODE=POM Lighting Mode option.POM_LIGHTING_MODE.comment=Adjusts the lighting style for POM-affected surfaces. Sharp: POM walls won't get light if they aren't facing towards the light. Smooth: POM walls will still get light as if they are not walls. §e[*]§r This option will be forced to "Smooth" if POM Quality is set lower than 100. value.POM_LIGHTING_MODE.1=Smooth value.POM_LIGHTING_MODE.2=Sharp option.POM_ALLOW_CUTOUT=POM on Cutout Surfaces §c[-]§r option.POM_ALLOW_CUTOUT.comment=Makes POM be able to work on cutout block sections (like gaps of leaves). §c[-]§r This effect can severely impact performance. option.DIRECTIONAL_BLOCKLIGHT=Directional Blocklight option.DIRECTIONAL_BLOCKLIGHT.comment=Adds depth to blocklight depending on the surface normal. §c[-]§r May cause visual artifacts in some situations. §c[-]§r This effect can impact performance. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used. value.DIRECTIONAL_BLOCKLIGHT.0=OFF value.DIRECTIONAL_BLOCKLIGHT.3=Subtle §c[-] value.DIRECTIONAL_BLOCKLIGHT.7=Normal §c[-] value.DIRECTIONAL_BLOCKLIGHT.11=Intense §c[-] option.HELD_LIGHTING_MODE=Dynamic Handheld Lighting option.HELD_LIGHTING_MODE.comment=Allows handheld light sources to cast light onto the scene. value.HELD_LIGHTING_MODE.0=§cOFF value.HELD_LIGHTING_MODE.1=Subtle value.HELD_LIGHTING_MODE.2=Normal option.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=§cOFF value.SELECT_OUTLINE.1=Default value.SELECT_OUTLINE.2=Rainbow value.SELECT_OUTLINE.3=Select Color value.SELECT_OUTLINE.4=Versatile option.SELECT_OUTLINE_I=SO Brightness option.SELECT_OUTLINE_R=SO Red option.SELECT_OUTLINE_G=SO Green option.SELECT_OUTLINE_B=SO Blue option.MOON_PHASE_INF_LIGHT=Moon Phased Night Lighting option.MOON_PHASE_INF_LIGHT.comment=Enables different moon phases to change the night lighting brightness. option.MOON_PHASE_INF_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 ####### Euphoria Patches ####### profile.SPACEAGLE17= §f۞ §kO§fSpacEagle17's Settings§f§kO profile.EUPHORIA=§dEuphoria §bPatches #WATERMARK option.WATERMARK=Complementary option.WATERMARK.comment=Euphoria Patches is a creation of love, care and frustration, meant to complement the unique Minecraft experience in the best way possible while adding onto the amazing Complementary Shaderpack. Please feel free to join the lovely Complementary community here: www.complementary.dev/discord. Watermark by Elysia value.WATERMARK.0=& §bEuphoria §rPatches value.WATERMARK.1=& §cE§6u§ep§aho§br§9i§da §rPatches screen.EUPHORIA_SETTINGS=Euphoria Patches Settings screen.EUPHORIA_SETTINGS.comment=Settings that are added by the Euphoria Patches. screen.ATMOSPHERE=Atmosphere screen.ATMOSPHERE.comment=Settings that relate to the atmosphere. screen.CLOUDS=Clouds screen.CLOUD_REIMAGINED_SETTINGS_EUPHORIA=Reimagined Clouds screen.AURORA_SETTINGS=Aurora Borealis screen.AURORA_SETTINGS.comment=Settings that relate to the Aurora Borealis. screen.AURORA_COLOR_SETTINGS=Aurora Color Settings screen.AURORA_COLOR_SETTINGS.comment=Settings that relate to the color of the Aurora Borealis. screen.END_SKY=End Sky screen.END_SKY.comment=Settings that relate to the End Sky. screen.END_BEAMS_SETTINGS=Ender Beam Settings screen.END_BEAMS_SETTINGS.comment=Settings that relate to the Ender Beams. screen.END_STAR=End Star Settings screen.END_STAR.comment=Settings that relate to the End Stars. screen.WORLD=World screen.WORLD.comment=Settings that relate to the world. screen.SPOOKY_SETTINGS=Spooklementary Settings screen.EYES_SETTINGS=Eyes Settings screen.BLOOD_MOON_SETTINGS=Blood Moon Settings screen.OVERWORLD_WORLD=Overworld screen.OVERWORLD_BEAM=Overworld Beams screen.OVERWORLD_BEAM.comment=Settings that relate to Overworld Beams. screen.FOG=Fog screen.FOG.comment=Settings that relate to fog. screen.FOG_CAVE=Cave fog screen.FOG_CAVE.comment=Settings that relate to cave fog. screen.FOG_ATMOSPHERIC=Atmospheric fog screen.FOG_ATMOSPHERIC.comment=Settings that relate to atmospheric fog. screen.FOG_BORDER=Border fog screen.FOG_BORDER.comment=Settings that relate to border fog. screen.SEASON=Seasons screen.WINTER=Winter Settings screen.AUTUMN=Autumn Settings screen.SPRING=Spring Settings screen.SUMMER=Summer Settings screen.NETHER_WORLD=Nether screen.END_WORLD=End screen.END_AMBIENT=End Ambient screen.BLOCKLIGHT=Blocklight Settings screen.BLOCKLIGHT.comment=Settings that relate to blocklight color. screen.COLORED_LIGHT=Colored Lighting screen.OVERLAY_NOISE=Overlay Noise screen.MOSS_NOISE_SETTINGS=Moss Noise Settings screen.SAND_NOISE_SETTINGS=Sand Noise Settings screen.MATERIALS=Materials screen.MATERIALS.comment=Settings that relate to materials. screen.EMISSIVE_MATERIALS=Emissive Materials screen.EMISSIVE_FLOWERS_SETTINGS=Emissive Flowers screen.WATER=Water screen.WATER.comment=Settings that relate to water. screen.IPBR_REDSTONE=Integrated Redstone PBR screen.IPBR_REDSTONE.comment=Settings that relate to IntegratedPBR for redstone. screen.IPBR_NORMALS=Auto Generated Normals screen.IPBR_NORMALS.comment=Settings that relate to Auto Generated Normals. screen.LAVA_SETTINGS=Lava screen.LAVA_SETTINGS.comment=Settings that relate to hot burning lava. screen.END_ROD_SETTINGS=End Rod screen.END_ROD_SETTINGS.comment=Settings that relate to end rods. screen.CAMERA=Camera screen.CAMERA.comment=Settings that relate to the Camera. screen.TONEMAP_SETTINGS_EUPHORIA=Tonemap Settings Euphoria screen.TONEMAP_SETTINGS_EUPHORIA_SPECIFIC=Specific Tonemap Settings screen.ACES=ACES Settings screen.ACES.comment=Settings for the ACES Tonemap. screen.AGX_SETTINGS=AgX Settings screen.AGX_SETTINGS.comment=Settings for the AgX Tonemap. screen.CAMERA_EFFECTS=Camera Effects screen.RETRO_SETTINGS=Retro Settings screen.STATIC_NOISE_SETTINGS=Static Noise Settings screen.HORIZONTAL_NOISE_SETTINGS=Horizontal Noise Settings screen.VERTICAL_SCREEN_DISPLACEMENT_SETTINGS=Vertical Screen Displacement Settings screen.PIXELATE_SCREEN_SETTINGS=Pixelate Settings screen.SCANLINE_SETTINGS=Scanline Settings screen.HALFTONE_SETTINGS=Halftone Settings screen.SPEED_LINES_SETTINGS=Speed Line Settings screen.CAMERA_NOISE_OVERLAY_SETTINGS=Camera Noise Overlay Settings screen.SCREEN_BORDER=Border Settings screen.LETTERBOX_SETTINGS=Letterbox Settings screen.GRID_SETTINGS=Grid Settings screen.FUN=Fun screen.FUN.comment=Let's have some fun. screen.WORLD_CURVATURE_SETTINGS=World Curvature screen.WORLD_CURVATURE_SETTINGS.comment=Settings that relate to World Curvature. screen.POPULAR_SETTINGS=Popular Settings screen.POPULAR_SETTINGS_2=Page 2 option.DAYLIGHT_CYCLE_COMPAT=World Time Animation option.DAYLIGHT_CYCLE_COMPAT.comment=ONLY use this if you play with the gamerule doDaylightCycle false. When enabled clouds and more animate in worlds with the daylight cycle off but they are no longer synced between players. option.AURORA_COLOR_PRESET=Aurora Color Preset option.AURORA_COLOR_PRESET.comment=Choose between default look/custom colored auroras, varying colored auroras, where the aurora color changes each Minecraft day/month or color presets. value.AURORA_COLOR_PRESET.0=Custom value.AURORA_COLOR_PRESET.1=§o§lVarying - Daily value.AURORA_COLOR_PRESET.2=§o§lVarying - Monthly value.AURORA_COLOR_PRESET.3=§cB§6l§ca§6z§ei§6n§eg value.AURORA_COLOR_PRESET.4=§cG§4h§bo§3s§bt value.AURORA_COLOR_PRESET.5=§9Ne§5bu§dl§5a value.AURORA_COLOR_PRESET.6=§9v§b4 value.AURORA_COLOR_PRESET.7=§6E§dn§5d value.AURORA_COLOR_PRESET.8=§bI§3c§9e value.AURORA_COLOR_PRESET.9=§cWa§6t§ce§a§6r§am§2e§al§2on value.AURORA_COLOR_PRESET.10=§bEt§3h§be§dr§3e§dal value.AURORA_COLOR_PRESET.11=§bPe§3r§bm§3af§cr§3o§cst value.AURORA_COLOR_PRESET.12=§dP§5i§dn§5k value.AURORA_COLOR_PRESET.13=§aThe §5Joker value.AURORA_COLOR_PRESET.14=§cBlood §bBath value.AURORA_COLOR_PRESET.15=§bMysti§9cal option.RGB_AURORA=RGB Aurora option.RGB_AURORA.comment=Be an Epic Gamer with §4R§2G§9B §rAuroras. option.AURORA_UP_R=Upper Section - Red option.AURORA_UP_G=Upper Section - Green option.AURORA_UP_B=Upper Section - Blue option.AURORA_UP_I=Upper Section - Intensity option.AURORA_DOWN_R=Lower Section - Red option.AURORA_DOWN_G=Lower Section - Green option.AURORA_DOWN_B=Lower Section - Blue option.AURORA_DOWN_I=Lower Section - Intensity option.AURORA_SIZE=Aurora Density option.AURORA_SIZE.comment=Density controls the apparent height and the size of the Aurora. option.AURORA_DRAW_DISTANCE=Aurora Draw Distance option.AURORA_DRAW_DISTANCE.comment=Draw Distance controls the distance boundary of the Aurora. option.AURORA_INFLUENCE=Aurora Influence option.AURORA_INFLUENCE.comment=Makes the Aurora color affect the clouds and the terrain. option.AURORA_CLOUD_INFLUENCE_INTENSITY=Cloud Influence Intensity option.AURORA_CLOUD_INFLUENCE_INTENSITY.comment=Change the intensity the aurora affects the clouds. value.AURORA_CLOUD_INFLUENCE_INTENSITY.0.00=OFF option.AURORA_TERRAIN_INFLUENCE_INTENSITY=Terrain Influence Intensity option.AURORA_TERRAIN_INFLUENCE_INTENSITY.comment=Change the intensity the aurora affects the terrain. value.AURORA_TERRAIN_INFLUENCE_INTENSITY.0.00=OFF option.CLOUD_ROUNDNESS=Cloud Roundness §e[*]§r value.CLOUD_ROUNDNESS.0.025=Extra Boxy §e[*]§r value.CLOUD_ROUNDNESS.0.05=Boxy §e[*]§r value.CLOUD_ROUNDNESS.0.125=Balanced value.CLOUD_ROUNDNESS.0.2=Round option.CLOUD_ROUNDNESS.comment=Change how round the clouds appear. §e[*]§r Lower roundness results in more noise artifacts option.CLOUD_SHADOW_ROUNDNESS=Cloud Shadow Roundness value.CLOUD_SHADOW_ROUNDNESS.0.15=Extra Boxy value.CLOUD_SHADOW_ROUNDNESS.0.25=Boxy value.CLOUD_SHADOW_ROUNDNESS.0.35=Round option.CLOUD_SHADOW_ROUNDNESS.comment=Change how round cloud shadows appear. option.CLOUD_NARROWNESS=Cloud Narrowness value.CLOUD_NARROWNESS.0.1=Ultra Slim value.CLOUD_NARROWNESS.0.075=Slim value.CLOUD_NARROWNESS.0.05=Medium value.CLOUD_NARROWNESS.0.025=Wide option.CLOUD_NARROWNESS.comment=Change how narrow the clouds appear on the horizontal scale. option.CLOUD_STRETCH=Cloud Height option.CLOUD_TRANSPARENCY=Cloud Transparency option.CLOUD_DIRECTION=Cloud Direction option.CLOUD_DIRECTION.comment=Changes the direction in which the clouds move. option.CLOUD_MINECRAFT_TEXTURE=Minecraft Cloud Texture value.CLOUD_DIRECTION.1=West-East value.CLOUD_DIRECTION.2=North-South option.INCREASED_RAIN_STRENGTH=Increased Rain Strength option.INCREASED_RAIN_STRENGTH.comment=Makes wind related animations faster when raining. §c[-]§r This setting being enabled causes clouds and other related wind animations to quickly change when it begins or stops to rain, not fixable. Not recommended. value.INCREASED_RAIN_STRENGTH.0=Off value.INCREASED_RAIN_STRENGTH.1=Fast Transition value.INCREASED_RAIN_STRENGTH.2=No Transition option.RAINBOW_CLOUD=Rainbow Clouds value.RAINBOW_CLOUD.0=OFF value.RAINBOW_CLOUD.1=10% Coverage value.RAINBOW_CLOUD.2=20% Coverage value.RAINBOW_CLOUD.3=30% Coverage value.RAINBOW_CLOUD.4=40% Coverage value.RAINBOW_CLOUD.5=50% Coverage value.RAINBOW_CLOUD.6=60% Coverage value.RAINBOW_CLOUD.7=70% Coverage value.RAINBOW_CLOUD.8=80% Coverage value.RAINBOW_CLOUD.9=90% Coverage value.RAINBOW_CLOUD.10=100% Coverage option.END_SMOKE=End Smoke option.END_SMOKE.comment=Someone left the fire unattended and now the End has smoke in the upper and lower void. option.E_SKY_COLORR=End Sky - Red option.E_SKY_COLORG=End Sky - Green option.E_SKY_COLORB=End Sky - Blue option.E_SKY_COLORI=End Sky - Intensity option.GLOWING_EMERALD_BLOCK=Emissive Emerald Block option.GLOWING_EMERALD_BLOCK.comment=Option to make Emerald blocks glow. §e[*]§r RP Support option must be set to Integrated PBR+ option.GLOWING_WART=Glowing Wart Blocks option.GLOWING_WART.comment=Setting which enables animated emissive wart blocks. §e[*]§r RP Support option must be set to Integrated PBR+ option.GLOWING_NETHER_TREES=Emissive Nether Trees option.GLOWING_NETHER_TREES.comment=Setting which enables emissive crimson/warped stems. option.OVERWORLD_BEAMS=Overworld Beams option.OVERWORLD_BEAMS.comment=Setting which enables nebula like beams during the night in the Overworld. option.OVERWORLD_BEAMS_CONDITION=Condition option.OVERWORLD_BEAMS_CONDITION.comment=By default they only appear during full moon, changing this makes them appear every night. value.OVERWORLD_BEAMS_CONDITION.0=Full Moon value.OVERWORLD_BEAMS_CONDITION.1=Every Night option.OVERWORLD_BEAMS_INTENSITY=Overworld Beams Intensity option.BEAMS_AMBIENT_INFLUENCE=Ambient Color Influence option.BEAMS_AMBIENT_INFLUENCE.comment=The beams will have the ambient color at 0.00 and the user defined color at 1.00. option.OW_BEAM_R=Overworld Beams - Red option.OW_BEAM_G=Overworld Beams - Green option.OW_BEAM_B=Overworld Beams - Blue option.END_BEAMS=Ender Beams option.END_BEAMS.comment=Setting which enables nebula like beams in the End. option.E_BEAMS_AMBIENT_INFLUENCE=Ambient Color Influence option.E_BEAMS_AMBIENT_INFLUENCE.comment=The beams will have the ambient color at 0.00 and the user defined color at 1.00. Doesn't apply to Dragon Ender Beams. option.E_BEAM_R=Ender Beams - Red option.E_BEAM_G=Ender Beams - Green option.E_BEAM_B=Ender Beams - Blue option.E_BEAM_I=Ender Beams - Intensity option.E_DRAGON_BEAM_R=Dragon Ender Beams - Red option.E_DRAGON_BEAM_R.comment=The Ender Beam color during the dragon fight - Red. option.E_DRAGON_BEAM_G=Dragon Ender Beams - Green option.E_DRAGON_BEAM_G.comment=The Ender Beam color during the dragon fight - Green. option.E_DRAGON_BEAM_B=Dragon Ender Beams - Blue option.E_DRAGON_BEAM_B.comment=The Ender Beam color during the dragon fight - Blue. option.E_DRAGON_BEAM_I=Dragon Ender Beams - Intensity option.E_DRAGON_BEAM_I.comment=The Ender Beam color during the dragon fight - Intensity. option.BEAMS_NEAR_PLAYER=End Beams Near Player option.BEAMS_NEAR_PLAYER.comment=Enables or disables end beams near the player. option.END_STARS=End Stars option.END_STARS.comment=Enable or disable the stars in the End. option.END_STAR_BRIGHTNESS=End Star Brightness option.END_STAR_SIZE=End Star Size option.END_STAR_AMOUNT=End Star Amount value.END_STAR_AMOUNT.0=Low value.END_STAR_AMOUNT.1=Normal value.END_STAR_AMOUNT.2=High value.END_STAR_AMOUNT.3=Very High option.END_TWINKLING_STARS=Twinkling End Stars option.STAR_BRIGHTNESS=Star Brightness option.STAR_BRIGHTNESS.comment=Setting to adjust the star brightness. option.MORE_STARS_OVERWORLD=More Stars Overworld option.MORE_STARS_OVERWORLD.comment=Overwrites Complementary's star amount and sets it to a higher one. Applies to Overworld option.MORE_STARS_END=More Stars End option.MORE_STARS_END.comment=Overwrites Complementary's star amount and sets it to a higher one. Applies to End option.TWINKLING_STARS=Twinkling Stars option.TWINKLING_STARS.comment=Make the stars twinkle at you. option.STAR_SIZE=Star Size option.STAR_SIZE.comment=Change the size of your stars. option.SITUATIONAL_ORES=Situational Ores option.SITUATIONAL_ORES.comment=Ores will only glow in caves and at night. §e[*]§r Glowing Ores must be enabled for this to work. option.EMISSION_MULTIPLIER=Emission Multiplier option.EMISSION_MULTIPLIER.comment=Multiplies the emission. option.UNDERWATER_DISTORTION_STRENGTH=Underwater Distortion Strength option.UNDERWATER_DISTORTION_STRENGTH.comment=Setting to alter the Underwater Distortion Strength. option.FRESNEL_MULTIPLIER=Underwater Surface Reflection Strength option.FRESNEL_MULTIPLIER.comment=A setting which changes the underwater reflection strength of the water surface. option.SHADER_WATER=Shader Water option.SHADER_WATER.comment=A toggle to turn the shader water on or off. option.WATER_GENERATED_NORMALS=Water Generated Normals option.RANDOM_BLOCKLIGHT=Random Colored Blocklight option.RANDOM_BLOCKLIGHT_SIZE=Random Colored Blocklight Size option.NORMAL_RES=Normals Resolution option.NORMAL_RES.comment=Change the resolution at which the integrated normal maps render. §e[*]§r RP Support option must be set to Integrated PBR+ and Auto Generated Normals have to be turned on option.DIRECTIONAL_LIGHTMAP_NORMALS=Lightmap Normals option.DIRECTIONAL_LIGHTMAP_NORMALS.comment=Make the integrated normal maps work with blocklight. §e[*]§r RP Support option must be set to Integrated PBR+ and Auto Generated Normals have to be turned on option.CAVE_FOG=Cave Fog option.CAVE_FOG.comment=Turn cave fog on and off. option.CAVE_FOG_R=Cave Fog - Red option.CAVE_FOG_G=Cave Fog - Green option.CAVE_FOG_B=Cave Fog - Blue option.CAVE_FOG_I=Cave Fog - Intensity option.CAVE_FOG_DENSITY=Cave Fog Density option.ATMOSPHERIC_FOG=Atmospheric Fog option.ATMOSPHERIC_FOG_R= Atmospheric Fog - Red option.ATMOSPHERIC_FOG_G= Atmospheric Fog - Green option.ATMOSPHERIC_FOG_B= Atmospheric Fog - Blue option.ATMOSPHERIC_FOG_I= Atmospheric Fog - Intensity option.ATMOSPHERIC_FOG_DENSITY=Atmospheric Fog Density option.RADIOACTIVE_ATMOSPHERIC_FOG=Radioactive Atmospheric Fog option.RADIOACTIVE_ATMOSPHERIC_FOG.comment=It's just one unhealthy habit more. Very noticeable at night. option.BORDER_FOG_DISTANCE=Border Fog Distance option.BORDER_FOG_DISTANCE.comment=Adjust the border fog distance of the Overworld, Nether and End. value.BORDER_FOG_DISTANCE.1=0.25 value.BORDER_FOG_DISTANCE.3=0.50 value.BORDER_FOG_DISTANCE.6=1.00 value.BORDER_FOG_DISTANCE.10=1.25 value.BORDER_FOG_DISTANCE.50=1.50 value.BORDER_FOG_DISTANCE.100=1.75 value.BORDER_FOG_DISTANCE.500=2.00 value.BORDER_FOG_DISTANCE.1000=2.50 option.BORDER_FOG_DENSITY=Border Fog Density option.BORDER_FOG_DENSITY.comment=Adjust the border fog density of the Overworld, Nether and End. option.NETHER_PORTAL_VARIATION=Nether Portal Preset option.NETHER_PORTAL_VARIATION.comment=Option to choose between different nether portal presets. §e[*]§r RP Support option must be set to Integrated PBR+ value.NETHER_PORTAL_VARIATION.0=Vanilla value.NETHER_PORTAL_VARIATION.1=Complementary value.NETHER_PORTAL_VARIATION.2=Purple Void option.BIOME_COLORED_NETHER_PORTALS=Chameleon Nether Portals option.BIOME_COLORED_NETHER_PORTALS.comment=Nether portals in the Nether will be color-coded depending on the biome you're currently in. option.END_PORTAL_VARIATION=End Portal Preset option.END_PORTAL_VARIATION.comment=Option to choose between different end portal presets. §e[*]§r RP Support option must be set to Integrated PBR+ value.END_PORTAL_VARIATION.0=Complementary value.END_PORTAL_VARIATION.1=Smudged Strings value.END_PORTAL_VARIATION.2=Flat option.SILHOUETTE=Silhouette option.SILHOUETTE.comment=When enabled makes blocks facing away from the sun black, useful for screenshots. value.SILHOUETTE.0=Off value.SILHOUETTE.1=Only at Night value.SILHOUETTE.2=Always On option.SILHOUETTE_BRIGHTNESS=Silhouette Brightness option.RAIN_ATMOSPHERE=Epic Thunderstorm option.RAIN_ATMOSPHERE.comment=Improves thunderstorms significantly when a lightning bolt strikes. §e[*]§r Works much better with Iris option.BLUE_SCREEN=Blue Screen option.BLUE_SCREEN.comment=Turns "Blue Concrete", "Blue Wool", and "Blue Carpet" into blue screens for video editing. Tip 1: Turn off "Bloom" option to improve separation. Tip 2: Put lights under lime carpets for lighting. Tip 3: You can turn off Anti-Aliasing (FXAA) and set Detail Quality to Potato in Performance Settings to disable all filtering and get pixel-perfect separation. option.MIRROR_DIMENSION=Mirror Dimension option.MIRROR_DIMENSION.comment=You have learned the art of magic and are brave enough to enter the mirror dimension. option.WORLD_CURVATURE=World Curvature option.OVERWORLD_CURVATURE_SIZE=Overworld Curvature Size option.NETHER_CURVATURE_SIZE=Nether Curvature Size option.END_CURVATURE_SIZE=End Curvature Size option.LAVA_VARIATION=Lava Preset option.LAVA_VARIATION.comment=Hot presets in your area. Choose Now! §e[*]§r RP Support option must be set to Integrated PBR+ value.LAVA_VARIATION.0=Complementary value.LAVA_VARIATION.1=Adaptive Noise (Recommended) value.LAVA_VARIATION.2=Blushing Hotness value.LAVA_VARIATION.3=Molten Cheese value.LAVA_VARIATION.4=Dark Islands option.LAVA_COLUMN_NOISE=Noisy Flowing Lava option.LAVA_COLUMN_NOISE.comment=Make the Lava Preset also apply to downward flowing lava, for example the lava columns in the Nether. Blushing Hotness Preset is unaffected. option.LAVA_TEMPERATURE=Lava Temperature option.LAVA_TEMPERATURE.comment=Change the temperature of lava, make it more red or white. §e[*]§r RP Support option must be set to Integrated PBR+ option.WAVIER_LAVA=Wavier Lava option.WAVIER_LAVA.comment=Makes the Waving Lava Texture option more extreme in the nether. option.LAVA_EMISSION=Lava Emission option.LAVA_NOISE_INTENSITY=Lava Noise Intensity option.LAVA_NOISE_INTENSITY.comment=Change the opacity of the Lava Preset's noise. option.LAVA_NOISE_AMOUNT=Lava Noise Amount option.LAVA_NOISE_AMOUNT.comment=Change the amount of noise. option.NETHER_BRIGHTNESS=Nether Brightness option.NETHER_BRIGHTNESS.comment=Change the ambient brightness of the Nether. option.END_ROD_COLOR_PROFILE=End Rod Profile option.END_ROD_COLOR_PROFILE.comment=Change between the default end rod colors from Complementary and your own custom ones. §e[*]§r RP Support option must be set to Integrated PBR+ value.END_ROD_COLOR_PROFILE.0=Complementary value.END_ROD_COLOR_PROFILE.1=Custom value.END_ROD_COLOR_PROFILE.2=Rainbow value.END_ROD_COLOR_PROFILE.3=Rainbow - Only Overworld option.END_ROD_R=End Rod - Red option.END_ROD_G=End Rod - Green option.END_ROD_B=End Rod - Blue option.END_ROD_I=End Rod - Intensity option.RAINBOW_END_ROD_COORD_OFFSET=Rainbow Colors Offset value.RAINBOW_END_ROD_COORD_OFFSET.0=All Synced value.RAINBOW_END_ROD_COORD_OFFSET.3=Minimal value.RAINBOW_END_ROD_COORD_OFFSET.5=Default value.RAINBOW_END_ROD_COORD_OFFSET.7=Medium value.RAINBOW_END_ROD_COORD_OFFSET.11=Strong value.RAINBOW_END_ROD_COORD_OFFSET.13=Very Strong option.END_ROD_RAINBOW_ANIMATE=Rainbow Speed value.END_ROD_RAINBOW_ANIMATE.0.0=Off option.REDSTONE_IPBR=Redstone IntegratedPBR option.REDSTONE_IPBR.comment=This option makes red pixels on redstone related blocks emissive. Works best with redstone resource packs. §e[*]§r RP Support option must be set to Integrated PBR+ option.REDSTONE_IPBR_R=Red detection option.REDSTONE_IPBR_R.comment=Change this if the detection does not work with your resource pack. Increase if the pixels are more red, decrease if they are less. option.REDSTONE_IPBR_G=Green detection option.REDSTONE_IPBR_G.comment=Change this if the detection does not work with your resource pack. Increase if the pixels are more green, decrease if they are less. option.REDSTONE_IPBR_B=Blue detection option.REDSTONE_IPBR_B.comment=Change this if the detection does not work with your resource pack. Increase if the pixels are more blue, decrease if they are less. option.REDSTONE_IPBR_I=Emissive Strength option.REDSTONE_IPBR_I.comment=Change the emissive strength of Redstone IntegratedPBR option.LETTERBOXING=Letterboxes option.LETTERBOXING.comment=Adds black bars to the top and bottom of the window. value.LETTERBOXING.0=Off value.LETTERBOXING.1=On value.LETTERBOXING.2=On - While Sneaking option.ASPECT_RATIO=Aspect Ratio option.ASPECT_RATIO.comment=Change the ratio between the width and height of the cropped image. option.EXCLUDE_ENTITIES=Exclude Entities option.EXCLUDE_ENTITIES.comment=Change whether entities should be excluded from Letterboxes or not. option.LETTERBOXING_TRANSPARENCY=Letterbox Transparency option.BAD_APPLE=Bad Apple option.BAD_APPLE.comment=Makes the screen black with the exception of entities, which will be white. option.tonemap=Tonemap option.tonemap.comment=Changes which tonemap is used. value.tonemap.DoBSLTonemap=BSL/Complementary value.tonemap.ACESTonemap=ACES value.tonemap.BurgessTonemap=Burgess value.tonemap.LottesTonemap=Lottes value.tonemap.uncharted2_tonemap_partial=Uncharted 2 value.tonemap.uncharted2_filmic=Uncharted 2 - Filmic value.tonemap.reinhard2=Reinhard2 value.tonemap.filmic=Filmic value.tonemap.GTTonemap=Gran Turismo value.tonemap.uchimura=Uchimura value.tonemap.agxTonemap=AgX option.TONEMAP_COMPARISON=Tonemap Comparison option.TONEMAP_COMPARISON.comment=Option to compare tonemaps option.tonemap_left=Tonemap Left option.tonemap_left.comment=Changes which tonemap is used. value.tonemap_left.DoBSLTonemap=BSL/Complementary value.tonemap_left.ACESTonemap=ACES value.tonemap_left.BurgessTonemap=Burgess value.tonemap_left.LottesTonemap=Lottes value.tonemap_left.uncharted2_tonemap_partial=Uncharted 2 value.tonemap_left.uncharted2_filmic=Uncharted 2 - Filmic value.tonemap_left.reinhard2=Reinhard2 value.tonemap_left.filmic=Filmic value.tonemap_left.GTTonemap=Gran Turismo value.tonemap_left.uchimura=Uchimura value.tonemap_left.agxTonemap=AgX option.tonemap_right=Tonemap Right option.tonemap_right.comment=Changes which tonemap is used. value.tonemap_right.DoBSLTonemap=BSL/Complementary value.tonemap_right.ACESTonemap=ACES value.tonemap_right.BurgessTonemap=Burgess value.tonemap_right.LottesTonemap=Lottes value.tonemap_right.uncharted2_tonemap_partial=Uncharted 2 value.tonemap_right.uncharted2_filmic=Uncharted 2 - Filmic value.tonemap_right.reinhard2=Reinhard2 value.tonemap_right.filmic=Filmic value.tonemap_right.GTTonemap=Gran Turismo value.tonemap_right.uchimura=Uchimura value.tonemap_right.agxTonemap=AgX option.ACES_EXPOSURE=Exposure option.ACES_EXPOSURE.comment=Adjusts the overall brightness of the image. option.ACES_WHITE=White Curve option.ACES_WHITE.comment=Adjusts how easily the colors reach to full white. option.AGX_LOOK=AgX Look value.AGX_LOOK.0=Default value.AGX_LOOK.1=Golden value.AGX_LOOK.2=Punchy value.AGX_LOOK.3=Custom option.AGX_R=AgX - Red option.AGX_G=AgX - Green option.AGX_B=AgX - Blue option.AGX_POWER=AgX Power option.REFLECTIVE_WORLD=Reflective World option.REFLECTIVE_WORLD.comment=The entire world is a mirror but you can't see yourself. RIP. option.WAVE_EVERYTHING=Wave Everything option.WAVE_EVERYTHING.comment=Dale a tu cuerpo alegría Macarena. option.INTERACTIVE_FOLIAGE=Interactive Foliage option.INTERACTIVE_FOLIAGE.comment=Makes Foliage bend away from the player when in first person. option.EMIN_BOAT=Emin B O A T option.EMIN_BOAT.comment=Ride boats like Emin intended. option.MONOTONE_WORLD=Monotone World option.MONOTONE_WORLD.comment=Make the world colorless! Wuuuuw! value.MONOTONE_WORLD.0=OFF value.MONOTONE_WORLD.1=White value.MONOTONE_WORLD.2=Black value.MONOTONE_WORLD.3=Gray option.SEASONS=Seasons option.SEASONS.comment=Changes the colors of the environment based on the worldTime. In the winter there's also snow! §e[*]§r RP Support option is recommended to be set to Integrated PBR+ value.SEASONS.0=OFF value.SEASONS.1=Cycling value.SEASONS.2=Summer value.SEASONS.3=Autumn value.SEASONS.4=Winter value.SEASONS.5=Spring option.SEASON_LENGTH=Season Duration option.SEASON_LENGTH.comment=Change the duration of a season in Minecraft Days. value.SEASON_LENGTH.24000=1 Minecraft Day value.SEASON_LENGTH.72000=3 Minecraft Days value.SEASON_LENGTH.168000=7 Minecraft Days value.SEASON_LENGTH.336000=14 Minecraft Days value.SEASON_LENGTH.576000=24 Minecraft Days value.SEASON_LENGTH.720000=30 Minecraft Days value.SEASON_LENGTH.1440000=60 Minecraft Days value.SEASON_LENGTH.2184000=91 Minecraft Days value.SEASON_LENGTH.2880000=120 Minecraft Days option.SEASON_TRANSITION_START=Transition Start option.SEASON_TRANSITION_START.comment=The transition to the next season will start when this percentage of the season passed. value.SEASON_TRANSITION_START.0=Immediately value.SEASON_TRANSITION_START.1=Half of the Season value.SEASON_TRANSITION_START.2=66% of the Season value.SEASON_TRANSITION_START.3=75% of the Season value.SEASON_TRANSITION_START.4=80% of the Season value.SEASON_TRANSITION_START.9=90% of the Season option.SEASON_COLOR_DESATURATION=Color Desaturation option.SEASON_COLOR_DESATURATION.commnet=Desaturates the colors of the environment. option.SNOW_CONDITION=Snow Condition option.SNOW_CONDITION.comment=Determines the condition(s) for the snow to appear. value.SNOW_CONDITION.0=Snow Biome & Raining value.SNOW_CONDITION.1=Snow Biome value.SNOW_CONDITION.2=Everywhere option.SNOW_NOISE_INTENSITY=Noise Intensity option.SNOW_NOISE_INTENSITY.comment=Change how strong the snow noise is. option.SNOW_NOISE_REMOVE_INTENSITY=Snow Remove Intensity option.SNOW_SIZE=Snow Resolution option.SNOW_SIZE.comment=Change the resolution or size of the noise. value.SNOW_SIZE.0=Auto option.MELTING_RADIUS=Melting Radius option.MELTING_RADIUS.comment=Change the radius snow melts around light sources. option.SNOW_TRANSPARENCY=Snow Transparency option.SNOW_TRANSPARENCY.comment=Change the transparency of the snow. option.SSS_SEASON_SNOW=Season Snow SSS option.SSS_SEASON_SNOW.comment=Adds subsurface scattering to the snow from the seasons option. option.LESS_LEAVES=Less Leaves value.LESS_LEAVES.0=Off option.AUTUMN_CONDITION=Only In Forest option.AUTUMN_NOISE_SIZE=Color Noise Size option.AUTUMN_NOISE_SIZE.comment=Size of the noise which produces the leaf color gradient option.LEAVES_ON_GROUND=Leaves On The Ground option.FLOWER_DENSITY=Flower Density option.FLOWER_SIZE=Flower Resolution option.FLOWER_AMOUNT=Flower Amount value.FLOWER_AMOUNT.0=Off option.SPRING_GREEN_INTENSITY=Spring Intensity option.SUMMER_STRENGTH=Summer Strength option.INTENSE_DEEP_DARK=Intense Deep Dark option.INTENSE_DEEP_DARK.comment=Makes the deep dark intenser. §e[*]§r Player needs to have the darkness effect applied. option.END_AMBIENT_INFLUENCE=Ambient Color Influence option.END_AMBIENT_INFLUENCE.comment=The ambient color is at 0.00 default and user defined at 1.00. option.END_AMBIENT_R=Ambient Color - Red option.END_AMBIENT_G=Ambient Color - Green option.END_AMBIENT_B=Ambient Color - Blue option.END_AMBIENT_I=Ambient Color - Intensity option.ATLAS_ROTATION=Atlas Rotation option.ATLAS_ROTATION.comment=:). option.NETHER_NOISE=Nether Sky Noise option.NETHER_NOISE.comment=Makes the Nether sky above the Nether roof more interesting. option.MCBL_MAIN_DEFINE=Multi-Colored Blocklight option.MCBL_MAIN_DEFINE.comment=Enables multi-colored blocklight. §e[*]§rOnly works on 1.16.5 and above. §e[*]§rFlood-fill needs the iris shader loader to be installed. (temporarily moved down unti FFBL is implemented) value.MCBL_MAIN_DEFINE.0=Off value.MCBL_MAIN_DEFINE.1=Screen-Space value.MCBL_MAIN_DEFINE.2=Flood-Fill option.MCBL_INFLUENCE=Multi-Colored Blocklight Influence option.MCBL_INFLUENCE.comment=Controls how much the multi-colored blocklight affects the default blocklight color. option.COLORED_CANDLES=Multi-Colored Blocklight Candles option.SSS_SNOW_ICE=Snow and Ice SSS option.SSS_SNOW_ICE.comment=Adds subsurface scattering to snow and ice blocks. option.BEDROCK_NOISE=Bedrock Noise option.BEDROCK_NOISE.comment=Adds a noise effect below bedrock in the Nether and Overworld. option.SOUL_SAND_VALLEY_OVERHAUL=Soul Sand Valley Overhaul option.SOUL_SAND_VALLEY_OVERHAUL.comment=Makes fire related blocks, entities and particles blue in the soul sand valley. option.PURPLE_END_FIRE=Purple End Fire option.PURPLE_END_FIRE.comment=Makes fire related blocks, entities and particles purple in the End. option.NO_RAIN_ABOVE_CLOUDS=No Rain Above Clouds option.NO_RAIN_ABOVE_CLOUDS.comment=Disables rain above the clouds. Doesn't work well if the vanilla cloud height was changed with the vanilla clouds enabled. option.WORLD_BLUR_SNEAK=World Blur While Sneaking option.WORLD_BLUR_SNEAK.comment=Only activate the world blur option while sneaking option.CLEAR_SKY_WHEN_RAINING=Clearer Sky During Rain option.CLEAR_SKY_WHEN_RAINING.comment=Make stars and other sky effects slightly visible while raining. option.RETRO_ON=Retro Global Toggle option.RETRO_LOOK=Retro Look option.RETRO_LOOK.comment=Change betwen different retro presets. value.RETRO_LOOK.0=Off value.RETRO_LOOK.1=Outlines value.RETRO_LOOK.2=Outlines - Night Vision Only option.RETRO_LOOK_R= Retro Look - Red option.RETRO_LOOK_G= Retro Look - Green option.RETRO_LOOK_B= Retro Look - Blue option.RETRO_LOOK_I= Retro Look - Intensity option.CURVE_DISPLAY=Curved Display option.CURVE_DISPLAY.comment=Make the display curved. option.CURVATURE_AMOUNT=Curvature Amount option.BORDER_AMOUNT=Border Amount option.SCREEN_ROUNDNESS=Screen Roundness option.STATIC_NOISE=Static Noise value.STATIC_NOISE.0=Off option.MIN_STATIC_STRENGTH=Minimum Strength option.MAX_STATIC_STRENGTH=Maximum Strength option.STATIC_SPEED=Static Noise Speed option.HORIZONTAL_NOISE=Horizontal Noise value.HORIZONTAL_NOISE.0=Off option.HORIZONTAL_NOISE_INTENSITY=Horizontal Noise Intensity option.HORIZONTAL_NOISE_SPEED=Horizontal Noise Speed option.VERTICAL_SCREEN_DISPLACEMENT=Vertical Screen Displacement option.VERTICAL_EDGE_GLITCH=Edge Glitch Intensity value.VERTICAL_EDGE_GLITCH.1.00=Off option.VERTICAL_SCROLL_SPEED=Scroll Speed value.VERTICAL_SCROLL_SPEED.0.00=Off option.VERTICAL_STUTTER_SPEED=Stutter Speed value.VERTICAL_STUTTER_SPEED.0.00=Off option.VERTICAL_SCROLL_FREQUENCY=Scroll Frequency option.VERTICAL_STUTTER_FREQUENCY=Stutter Frequency option.PIXELATE_SCREEN=Pixelate option.PIXEL_SIZE_SCREEN=Pixel Size option.SCANLINE=Scanline value.SCANLINE.0=Off option.SCANLINE_FREQUENCY=Scanline Frequency option.SCANLINE_SPEED=Scanline Speed option.SCANLINE_AMOUNT=Scanline Amount option.SCANLINE_MONOCHROME=Monchrome Color option.SCANLINE_DIRECTION=Scanline Direction value.SCANLINE_DIRECTION.0=Horizontal value.SCANLINE_DIRECTION.1=Vertical option.SCANLINE_R=Red Multiplier option.SCANLINE_G=Green Multiplier option.SCANLINE_B=Blue Multiplier option.HALFTONE=Halftone option.HALFTONE_MONOCHROME=Grayscale option.HALFTONE_BRIGHTNESS=Halftone Brightness option.HALFTONE_SCALE=Dots Scale option.HALFTONE_ANGLE=Dots Angle option.SPEED_LINES=Speed Lines value.SPEED_LINES.0=Off value.SPEED_LINES.1=On - While Sprinting value.SPEED_LINES.2=On option.SPEED_LINES_TRANSPARENCY=Speed Lines Transparency option.SPEED_LINES_SPEED=Intensity option.SPEED_LINE_THICKNESS=Line Size option.CAMERA_NOISE_OVERLAY=Camera Noise Overlay value.CAMERA_NOISE_OVERLAY.0=Off value.CAMERA_NOISE_OVERLAY.1=Noise 1 option.CAMERA_NOISE_OVERLAY_INTENSITY=Noise Intensity option.LET_THERE_BE_COLORS=LET THERE BE COLORS option.MOSS_NOISE=Moss Noise option.MOSS_SIZE=Pixel Size option.MOSS_NOISE_INTENSITY=Noise Intensity option.MOSS_NOISE_REMOVE_INTENSITY=Remove Noise Intensity option.MOSS_TRANSPARENCY=Moss Transparency option.MOSS_IN_CAVES=Moss In Caves value.MOSS_IN_CAVES.0=Effect only in lush caves value.MOSS_IN_CAVES.1=Enabled value.MOSS_IN_CAVES.2=Disabled option.MOSS_SIDE_INTENSITY=Moss On Walls Intensity option.SAND_NOISE=Sand Noise option.SAND_CONDITION=Sand Condition value.SAND_CONDITION.0=Only in sandy biomes value.SAND_CONDITION.1=All warm biomes value.SAND_CONDITION.2=Everywhere option.SAND_SIZE=Pixel Size option.SAND_NOISE_INTENSITY=Noise Intensity option.SAND_NOISE_REMOVE_INTENSITY=Remove Noise Intensity option.SAND_TRANSPARENCY=Sand Transparency option.SAND_IN_CAVES=Sand In Caves value.SAND_IN_CAVES.true=Enabled value.SAND_IN_CAVES.false=Disabled option.SAND_SIDE_INTENSITY=Sand On Walls Intensity option.MAIN_GRID_INTERVAL=Main Grid value.MAIN_GRID_INTERVAL.1=Off option.SUB_GRID_INTERVAL=Sub-Grid value.SUB_GRID_INTERVAL.1=Off option.GRID_CONDITION=Grid Condition value.GRID_CONDITION.0=No Condition value.GRID_CONDITION.1=Sneaking value.GRID_CONDITION.2=Holding Spyglass option.EMISSIVE_FLOWERS=Emissive Flowers value.EMISSIVE_FLOWERS.0=Off value.EMISSIVE_FLOWERS.1=On value.EMISSIVE_FLOWERS.2=On - While Raining option.EMISSIVE_FLOWERS_TYPE=Emissive Flower Type value.EMISSIVE_FLOWERS_TYPE.0=All value.EMISSIVE_FLOWERS_TYPE.1=Cold Colors value.EMISSIVE_FLOWERS_TYPE.2=Warm Colors option.SPOOKY=Spooklementary option.SPOOKY.comment=Enabled lots of spooky features :) option.EYES=Eyes option.EYE_FREQUENCY=Eye Frequency option.EYE_SPEED=Eye Speed option.EYE_RED_PROBABILITY=Red Eyes Probability option.BLOOD_MOON=Blood Mood value.BLOOD_MOON.0=Off value.BLOOD_MOON.1=On - Full Moon value.BLOOD_MOON.2=On - Every Night option.EMISSIVE_BLOOD_MOON_FLOWERS=Emissive Blood Moon Flowers option.DISTANCE_MIN_LIGHT=Cave Lighting Fade option.DISTANCE_MIN_LIGHT.comment=Makes the caves darker with increased distance from the player. Improves the look of caves with a higher Cave Lighting setting. option.EMISSIVE_DRAGON_EGG=Emissve Dragon Egg option.VANILLA_ENTITY_SHADOWS=Vanilla Entity Shadows option.VANILLA_ENTITY_SHADOWS.comment=Enables vanilla entity shadows when realtime shadows are disabled. option.FROGLIGHT_SATURATION=Froglight Saturation value.FROGLIGHT_SATURATION.1=Default value.FROGLIGHT_SATURATION.2=2x value.FROGLIGHT_SATURATION.3=3x