#shaders/lang/en_us.lang #Profiles profile.MINIMUM=Minimum profile.LOW=Low profile.MEDIUM=Medium profile.HIGH=High profile.ULTRA=Ultra profile.comment=Minimum: no shadows, no extra effects. Low : low shadows, no extra effects. Medium : low-medium shadows, no extra effects. High : medium shadows, AO and light shafts. Ultra : high shadows, AO, and light shafts. #Screens screen.LIGHTING=Lighting screen.SHADOW_CONFIG=More Shadow Config screen.MCBL=Colored Blocklight Config screen.MATERIAL=Material screen.INTEGRATED=Integrated PBR Settings screen.SPECULAR=Specular & Reflections screen.NORMALS=Normals & Parallax screen.GENERATED_NORMAL_SETTINGS=Generated Normal Settings screen.ATMOSPHERICS=Atmospherics screen.CLOUDS=Clouds screen.FOG=Fog screen.FOG_DENSITY=More Fog Density Config screen.FOG_HEIGHT=Height Fog Config screen.FOG_VANILLA=Far Vanilla Fog Config screen.SKY=Sky screen.SKYBOX=Skybox screen.WATER=Water screen.CAMERA=Camera screen.ANTIALIASING=Anti-aliasing screen.COLOR=Color screen.LIGHT_COLOR=Lighting Color screen.LIGHT_M=Light (Morning) screen.AMBIENT_M=Ambient (Morning) screen.LIGHT_D=Light (Day) screen.AMBIENT_D=Ambient (Day) screen.LIGHT_E=Light (Evening) screen.AMBIENT_E=Ambient (Evening) screen.LIGHT_N=Light (Night) screen.AMBIENT_N=Ambient (Night) screen.MINLIGHT=Minimum Light screen.BLOCKLIGHT_COLOR=Blocklight Color screen.SKY_COLOR=Sky Color screen.WATER_COLOR=Water Color screen.WEATHER_COLOR=Weather Color screen.WEATHER_R=Rain (Normal) screen.WEATHER_C=Snowfall screen.WEATHER_D=Desert Sandstorm screen.WEATHER_B=Mesa Sandstorm screen.WEATHER_S=Swamp Rain screen.WEATHER_M=Mushroom Island Rain screen.WEATHER_V=Savanna Cloudy screen.WEATHER_J=Jungle Rain screen.AURORA_COLOR=Aurora Color screen.AURORA_L=Low Section Color screen.AURORA_H=High Section Color screen.DIMENSION_COLOR=Dimension Color screen.NETHER_COLOR=Nether Color screen.NETHER_N=Nether Wastes screen.NETHER_V=Soul Sand Valley screen.NETHER_C=Crimson Forest screen.NETHER_W=Warped Forest screen.NETHER_B=Basalt Deltas screen.END_COLOR=End Color screen.CGT=Color Grading & Tonemap screen.EXPOSURE_CONFIG=More Exposure Config screen.COLOR_GRADING_CONFIG=Color Grading Config screen.CG_R=Red Channel screen.CG_G=Green Channel screen.CG_B=Blue Channel screen.CG_T=Tint screen.EXTRAS=Extras screen.ANIMATION=Animations #Settings option.ABOUT=BSL v8.2.09 option.ABOUT.comment=by Capt Tatsu. bitslablab.com value.ABOUT.0=by Capt Tatsu #Lighting option.SHADOW=Realtime Shadows option.SHADOW.comment=Enables realtime, dynamic shadow mapping. option.shadowMapResolution=Shadowmap Quality option.shadowMapResolution.comment=Adjusts shadowmap size. §e[*]§rHigher resolution gives sharper shadows, but reduces performance. value.shadowMapResolution.512=Very Low (512) value.shadowMapResolution.1024=Low (1024) value.shadowMapResolution.1536=Low Medium (1536) value.shadowMapResolution.2048=Medium (2048) value.shadowMapResolution.3072=High (3072) value.shadowMapResolution.4096=Very High (4096) value.shadowMapResolution.8192=Ultra High (8192) option.shadowDistance=Shadow Distance option.shadowDistance.comment=Adjusts shadow distance. option.SHADOW_COLOR=Colored Shadow option.SHADOW_COLOR.comment=Enables tinted shadow from translucents. §a[+]§rUsed for colored volumetric light shafts. §c[-]§rSlightly higher performance cost when using shadow filtering. option.SHADOW_FILTER=Shadow Filtering option.SHADOW_FILTER.comment=Enables shadow filtering. option.AO=Ambient Occlusion option.AO.comment=Adds soft shadows around surface contact or intersection. option.AO_STRENGTH=AO Strength option.AO_STRENGTH.comment=Adjusts ambient occlusion strength. option.DESATURATION=Desaturation option.DESATURATION.comment=Reduces saturation while adding some tint in darker areas. option.DESATURATION_FACTOR=Desaturation Factor option.DESATURATION_FACTOR.comment=Adjusts the maximum amount of desaturation applied. value.DESATURATION_FACTOR.2.0=Very Low value.DESATURATION_FACTOR.1.5=Low value.DESATURATION_FACTOR.1.0=Medium value.DESATURATION_FACTOR.0.5=High value.DESATURATION_FACTOR.0.0=Very High option.DYNAMIC_HANDLIGHT=Dynamic Handlight option.DYNAMIC_HANDLIGHT.comment=Allows blocklight to be emitted from view when holding certain objects. option.MULTICOLORED_BLOCKLIGHT=Multi-Colored Blocklight option.MULTICOLORED_BLOCKLIGHT.comment=Enables screen space multi-colored blocklight. §e[*]§rOnly works on 1.16.5 and above, non-Mac devices. option.WHITE_WORLD=White World option.WHITE_WORLD.comment=Replaces textures with flat white color. #More Shadow Config option.SHADOW_ENTITY=Entity Shadow option.SHADOW_ENTITY.comment=Enables shadow on mobs. §e[*]§rDisable this when a huge amount of mobs are loaded. §e[*]§rOnly works on 1.16.5 and above. option.SHADOW_BLOCK_ENTITY=Block Entity Shadow option.SHADOW_BLOCK_ENTITY.comment=Enables shadow on block entities. §e[*]§rDisable this when a huge amount of block entities are loaded. §e[*]§rOnly works on 1.16.5 and above. option.SHADOW_VEGETATION=Vegetation Shadow option.SHADOW_VEGETATION.comment=Enables shadow on grass, crops, and most other plants. option.SHADOW_CLOUD=Cloud Shadow option.SHADOW_CLOUD.comment=Enables shadow casted by clouds. option.sunPathRotation=Sun Path Rotation option.sunPathRotation.comment=Adjusts sun angle. option.SHADOW_BIAS=Shadow Bias Mode option.SHADOW_BIAS.comment=Determines how shadow mapping bias is done. Light direction mode preserves most shadow edges, but shadows look floaty at a distance. Surface normal mode preserves contact point, but shadows look shorter at a distance. value.SHADOW_BIAS.0=Light Direction value.SHADOW_BIAS.1=Surface Normal option.SHADOW_PIXEL=Pixel Locked Shadows option.SHADOW_PIXEL.comment=Applies pixelation effect on shadows. value.SHADOW_PIXEL.0=OFF #Colored Blocklight Config option.MCBL_ANTI_BLEED=Anti Bleed option.MCBL_ANTI_BLEED.comment=Reduce unwanted blocklight color spread. §c[-]§rMay cause undersampling artifact to be more noticeable. option.MCBL_LEGACY_COLOR=Legacy Color option.MCBL_LEGACY_COLOR.comment=Use the old method of calculating blocklight color. #Material option.ADVANCED_MATERIALS=Advanced Materials option.ADVANCED_MATERIALS.comment=Enables the use of specular and normal mapping which allows for more detail on various things. §e[*]§rThis option requires a resource pack which contains specular and/or normal maps, disable if none is currently used. §e[*]§rOptions which requires advanced materials are indicated by *, changing these options won't affect the visuals or performance while advanced materials is disabled. option.MATERIAL_FORMAT=Material Format* option.MATERIAL_FORMAT.comment=Determines the specular and normal map format used by the resource pack. §e[*]§rTexture artists usually tell which format is used in their resource pack, using the wrong format may give weird results. value.MATERIAL_FORMAT.0=SEUS/Old PBR value.MATERIAL_FORMAT.1=labPBR 1.3 value.MATERIAL_FORMAT.2=§bIntegrated PBR option.SSS=Subsurface Scattering* option.SSS.comment=Allows light to penetrate and scatter through blocks. §a[+]§rThis effect benefits from TAA. option.BASIC_SSS=Basic Scattering option.BASIC_SSS.comment=Enables a simplified version of subsurface scattering to certain blocks. option.EMISSIVE=Emissive option.EMISSIVE.comment=Allows certain surfaces to be brighter. value.EMISSIVE.0=§cOFF value.EMISSIVE.1=AdvMat Only* value.EMISSIVE.2=Full option.REFRACTION=Refraction option.REFRACTION.comment=Enables distortion behind normal mapped transparent surfaces. §c[-]§rThe transparent surface itself will be distorted. §c[-]§rSome other features may not work properly with this effect enabled. value.REFRACTION.0=OFF value.REFRACTION.1=Water Only value.REFRACTION.2=Full option.ALBEDO_BALANCING=Albedo Balancing option.ALBEDO_BALANCING.comment=Reduces brightness of very bright colored surfaces. option.ALPHA_BLEND=Alpha Blending option.ALPHA_BLEND.comment=Determines how transparency blending is done. value.ALPHA_BLEND.0=Gamma value.ALPHA_BLEND.1=Linear option.ENTITY_FLASH=Entity Flash option.ENTITY_FLASH.comment=Enables damaged entities and nearby creeper to flash. #Specular & Reflections option.REFLECTION=Reflections option.REFLECTION.comment=Enables reflections on water and translucents. value.REFLECTION.0=§cOFF value.REFLECTION.1=Sky & Specular Only value.REFLECTION.2=Full option.REFLECTION_TRANSLUCENT=Translucent Reflections option.REFLECTION_TRANSLUCENT.comment=Allows reflection to be rendered on translucent surfaces, such as stained glass, ice, slime blocks, and more. option.REFLECTION_SPECULAR=Specular Reflection* option.REFLECTION_SPECULAR.comment=Enables reflection on smooth or metallic surfaces. option.REFLECTION_ROUGH=Rough Reflection* option.REFLECTION_ROUGH.comment=Allows surfaces with lower smoothness to render blurry reflections. §c[-]§rMay contain minor artifacts. option.REFLECTION_RAIN=Rain Reflection* option.REFLECTION_RAIN.comment=Allows surfaces to be wet while raining. §e[*]§rRequires specular reflection. option.REFLECTION_RAIN_AMOUNT=Puddle Amount option.REFLECTION_RAIN_AMOUNT.comment=Adjusts the amount of puddles created while raining. value.REFLECTION_RAIN_AMOUNT.0.4=Very Low value.REFLECTION_RAIN_AMOUNT.0.5=Low value.REFLECTION_RAIN_AMOUNT.0.6=Medium value.REFLECTION_RAIN_AMOUNT.0.7=High value.REFLECTION_RAIN_AMOUNT.1.0=Very High option.REFLECTION_PREVIOUS=Previous Frame Reflection option.REFLECTION_PREVIOUS.comment=Allows translucents to be reflected by using previous frame information. §c[-]§rMay cause missing reflection on screenshot (caused by screenshot size setting). §c[-]§rIncompatible with some GPUs. §c[-]§rBugged in 1.7.10. option.SPECULAR_HIGHLIGHT_ROUGH=Rough Specular Highlight option.SPECULAR_HIGHLIGHT_ROUGH.comment=Allows rough surfaces to have weak gloss. option.ALBEDO_METAL=Albedo Tinted Hardcoded Metal* option.ALBEDO_METAL.comment=Applies base texture as tint on hardcoded metallic surfaces. §e[*]§rWorks on labPBR material format only. option.REFLECTION_MODE=Reflection Mode option.REFLECTION_MODE.comment=Adjusts reflection behavior. value.REFLECTION_MODE.0=Less Duplicates value.REFLECTION_MODE.1=Balanced value.REFLECTION_MODE.2=More Gap Filling option.REFLECTION_SKY_FALLOFF=Sky Reflection Falloff option.REFLECTION_SKY_FALLOFF.comment=Adjusts how far sky reflection fades out under low skylight. value.REFLECTION_SKY_FALLOFF.1=Very Weak value.REFLECTION_SKY_FALLOFF.2=Weak value.REFLECTION_SKY_FALLOFF.4=Balanced value.REFLECTION_SKY_FALLOFF.8=Strong value.REFLECTION_SKY_FALLOFF.16=Very Strong option.REFLECTION_SKYBOX=Reflect Skybox option.REFLECTION_SKYBOX.comment=Allows resource pack skybox to be included in reflections. §c[-]§rSkybox is only applied to transparent surfaces. #Normals & Parallax option.PARALLAX=Parallax Occlusion Mapping* option.PARALLAX.comment=Adds displacement on a surface using height map. option.PARALLAX_DEPTH=Parallax Depth* option.PARALLAX_DEPTH.comment=Adjusts parallax deepness. value.PARALLAX_DEPTH.0.05=5 cm value.PARALLAX_DEPTH.0.10=10 cm value.PARALLAX_DEPTH.0.15=15 cm value.PARALLAX_DEPTH.0.20=20 cm value.PARALLAX_DEPTH.0.25=25 cm value.PARALLAX_DEPTH.0.30=30 cm value.PARALLAX_DEPTH.0.35=35 cm value.PARALLAX_DEPTH.0.40=40 cm value.PARALLAX_DEPTH.0.45=45 cm value.PARALLAX_DEPTH.0.50=50 cm option.PARALLAX_QUALITY=Parallax Samples* option.PARALLAX_QUALITY.comment=Adjusts the quality of parallax occlusion mapping. option.PARALLAX_DISTANCE=Parallax Distance* option.PARALLAX_DISTANCE.comment=Adjusts how far parallax occlusion mapping and self shadows can be rendered. option.SELF_SHADOW=Self Shadows* option.SELF_SHADOW.comment=Allows a surface to cast shadow to itself using heightmap. option.SELF_SHADOW_ANGLE=Self Shadows Angle* option.SELF_SHADOW_ANGLE.comment=Adjusts the self shadowing angle, higher value allows the shadow to travel further. option.SELF_SHADOW_QUALITY=Self Shadows Samples* option.SELF_SHADOW_QUALITY.comment=Adjusts the quality of self shadowing. option.SELF_SHADOW_STRENGTH=Self Shadows Strength* option.SELF_SHADOW_STRENGTH.comment=Adjusts the intensity of self shadowing. option.DIRECTIONAL_LIGHTMAP=Directional Lightmap* option.DIRECTIONAL_LIGHTMAP.comment=Adds normal mapping to vanilla lighting. §c[-]§rLightmap may glitch with this effect enabled. option.DIRECTIONAL_LIGHTMAP_STRENGTH=Dir. Lightmap Strength* option.DIRECTIONAL_LIGHTMAP_STRENGTH.comment=Adjusts the intensity of Directional Lightmap. value.DIRECTIONAL_LIGHTMAP_STRENGTH.2.0=Very Low value.DIRECTIONAL_LIGHTMAP_STRENGTH.1.4=Low value.DIRECTIONAL_LIGHTMAP_STRENGTH.1.0=Medium value.DIRECTIONAL_LIGHTMAP_STRENGTH.0.7=High value.DIRECTIONAL_LIGHTMAP_STRENGTH.0.5=Very High option.NORMAL_DAMPENING=Normal Dampening* option.NORMAL_DAMPENING.comment=Reduces normal map strength to prevent reflections being too noisy. option.GENERATED_NORMALS=Generated Normals* option.GENERATED_NORMALS.comment=Enables procedural-generated normal mapping for blocks. (Requres Integrated PBR format) option.GENERATED_NORMAL_MULT=Generated Normal Intensity option.GENERATED_NORMAL_MULT.comment=Adjusts the intensity of generated normal mapping. option.GENERATED_NORMAL_THRESHOLD=Generated Normal Threshold option.GENERATED_NORMAL_THRESHOLD.comment=Adjusts the threshold of generated normal mapping. option.GENERATED_NORMAL_CLAMP=Generated Normal Clamp option.GENERATED_NORMAL_CLAMP.comment=Clamps the generated normal mapping to prevent overshading. option.GENERATED_NORMAL_RESOLUTION=Generated Normal Resolution option.GENERATED_NORMAL_RESOLUTION.comment=Adjusts the resolution of generated normal maps. option.INTEGRATED_SPECULAR=Integrated Speculars* option.INTEGRATED_SPECULAR.comment=Use hardcoded internal speculars for certain blocks. §e[*]§rRequires Integrated PBR format. option.NORMAL_PLANTS=Up-facing Plants option.NORMAL_PLANTS.comment=Adjusts plant shading. §e[*]§rDisable this if non-flat plant model is used or normal map applied on plants. #Atmospherics option.LIGHT_SHAFT=Light Shafts option.LIGHT_SHAFT.comment=Adds volumetric rays from sun / moon. §a[+]§rThis effect benefits from TAA. §e[*]§rRequires realtime shadows. §e[*]§rPerformance depends on Shadowmap Resolution. option.LIGHT_SHAFT_STRENGTH=Light Shaft Strength option.LIGHT_SHAFT_STRENGTH.comment=Adjusts light shaft strength. option.WEATHER_PERBIOME=Per Biome Weather option.WEATHER_PERBIOME.comment=Use varied weather color for different biomes. §c[-]§rMay not work under unknown conditions. option.WEATHER_OPACITY=Weather Opacity option.WEATHER_OPACITY.comment=Adjusts weather opacity. #Sky option.SKY_DENSITY_D=Day Density option.SKY_EXPOSURE_D=Day Exposure option.SKY_DENSITY_N=Night Density option.SKY_EXPOSURE_N=Night Exposure option.SKY_DENSITY_W=Weather Density option.SKY_EXPOSURE_W=Weather Exposure option.SKY_HORIZON_N=Near Horizon option.SKY_HORIZON_F=Far Horizon option.SKY_DESATURATION=Sky Desaturation option.SKY_DESATURATION.comment=Reduces saturation while adding some tint to the skybox at night option.SKY_GROUND=Sky Ground option.SKY_GROUND.comment=Darkens the bottom part of the sky. §e[*]§rThis option is affected by fog density. value.SKY_GROUND.0=§cOFF value.SKY_GROUND.1=Reflections Only value.SKY_GROUND.2=Full option.UNDERGROUND_SKY=Underground Sky Fix option.UNDERGROUND_SKY.comment=Hides the sky when the player is in dark area and under sea level (Y: 62). §c[-]§rNot suitable for low superflat worlds. option.SHADER_END_SKY=Shader End Sky option.SHADER_END_SKY.comment=Replaces vanilla/modded end skybox with shader based end skybox. option.SKY_DEFERRED=Deferred Sky option.SKY_DEFERRED.comment=Renders sky after opaque surfaces are drawn instead of at the beginning. §e[*]§rThis affects resource pack sky rendering. #Cloud option.CLOUDS=Clouds option.CLOUDS.comment=Enables clouds. §a[+]§rSkybox and volumetric clouds benefit from TAA. §e[*]§rVanilla clouds requires vanilla cloud setting set to default or on. value.CLOUDS.0=§cOFF value.CLOUDS.1=Skybox value.CLOUDS.2=Volumetric value.CLOUDS.3=Vanilla option.CLOUD_BASE=Base Shape option.CLOUD_BASE.comment=Determines which noise type used for the cloud's base shape. value.CLOUD_BASE.0=Perlin value.CLOUD_BASE.1=Worley option.CLOUD_DENSITY=Density option.CLOUD_DENSITY.comment=Adjusts cloud density, higher density makes artifacts more visible. value.CLOUD_DENSITY.1=Very Low value.CLOUD_DENSITY.2=Low value.CLOUD_DENSITY.4=Medium value.CLOUD_DENSITY.6=High value.CLOUD_DENSITY.8=Very High option.CLOUD_AMOUNT=Amount option.CLOUD_AMOUNT.comment=Adjusts cloud amount. value.CLOUD_AMOUNT.12.0=Very Low value.CLOUD_AMOUNT.11.0=Low value.CLOUD_AMOUNT.10.0=Medium value.CLOUD_AMOUNT.9.0=High value.CLOUD_AMOUNT.8.0=Very High option.CLOUD_HEIGHT=Height option.CLOUD_HEIGHT.comment=Adjusts cloud height. value.CLOUD_HEIGHT.5.0=Very Low value.CLOUD_HEIGHT.7.5=Low value.CLOUD_HEIGHT.10.0=Medium value.CLOUD_HEIGHT.12.5=High value.CLOUD_HEIGHT.15.0=Very High option.CLOUD_THICKNESS=Thickness option.CLOUD_THICKNESS.comment=Adjusts cloud thickness. value.CLOUD_THICKNESS.2=Very Low value.CLOUD_THICKNESS.4=Low value.CLOUD_THICKNESS.5=Medium value.CLOUD_THICKNESS.7=High value.CLOUD_THICKNESS.10=Very High option.CLOUD_DETAIL=Detail option.CLOUD_DETAIL.comment=Adjusts cloud detail. value.CLOUD_DETAIL.0.3=Very Low value.CLOUD_DETAIL.0.7=Low value.CLOUD_DETAIL.1.0=Medium value.CLOUD_DETAIL.1.3=High value.CLOUD_DETAIL.1.7=Very High option.CLOUD_SPEED=Speed option.CLOUD_SPEED.comment=Adjusts cloud speed. option.CLOUD_OPACITY=Opacity option.CLOUD_OPACITY.comment=Adjusts cloud opacity. option.CLOUD_BRIGHTNESS=Brightness option.CLOUD_BRIGHTNESS.comment=Adjusts cloud brightness. option.CLOUD_VOLUMETRIC_SCALE=Volumetric Scale option.CLOUD_VOLUMETRIC_SCALE.comment=Adjusts volumetric cloud altitude and size value.CLOUD_VOLUMETRIC_SCALE.6.0=Old Vanilla value.CLOUD_VOLUMETRIC_SCALE.12.4=Vanilla value.CLOUD_VOLUMETRIC_SCALE.16.0=Original Skybox #Fog option.FOG_DENSITY=Fog Density option.FOG_DENSITY.comment=Adjusts fog density. §e[*]§rThis option is ignored in the nether. option.FOG_HEIGHT=Height Fog option.FOG_HEIGHT.comment= Enables height fog, reducing fog amount based on height. option.FAR_VANILLA_FOG=Far Vanilla Fog option.FAR_VANILLA_FOG.comment=Enables vanilla-like fog. §e[*]§rThis option is affected by fog density. value.FAR_VANILLA_FOG.0=§cOFF value.FAR_VANILLA_FOG.1=Overworld Only value.FAR_VANILLA_FOG.2=Nether & End Only value.FAR_VANILLA_FOG.3=Full #Fog Density option.FOG_DENSITY_NIGHT=Night - Weather Density option.FOG_DENSITY_NIGHT.comment=Adjusts fog density multiplier at night and while raining. option.FOG_DENSITY_WEATHER=Weather Density option.FOG_DENSITY_WEATHER.comment=Adjusts fog density multiplier while raining. option.FOG_DENSITY_COLD=Cold Density option.FOG_DENSITY_COLD.comment=Adjusts fog density multiplier while standing on cold biomes. Cold biomes include any biome where snow occurs. §e[*]§rRequires Per Biome Weather. option.FOG_DENSITY_DRY=Dry Density option.FOG_DENSITY_DRY.comment=Adjusts fog density multiplier while standing on dry biomes. Dry biomes include desert, badlands/mesa, and savanna. §e[*]§rRequires Per Biome Weather. option.FOG_DENSITY_DAMP=Damp Density option.FOG_DENSITY_DAMP.comment=Adjusts fog density multiplier while standing on damp biomes. Damp biomes include swamp, mushroom island, and jungle. §e[*]§rRequires Per Biome Weather. option.FOG_DENSITY_INDOOR=Indoor Density option.FOG_DENSITY_INDOOR.comment=Adjusts fog density multiplier while indoors. option.FOG_DENSITY_DH=Distant Horizons Density option.FOG_DENSITY_DH.comment=Adjusts overworld fog density multiplier while Distant Horizons is enabled. #Height Fog option.FOG_HEIGHT_Y=Base Height option.FOG_HEIGHT_Y.comment=Adjusts the height where height fog starts occuring. option.FOG_HEIGHT_FALLOFF=Height Falloff option.FOG_HEIGHT_FALLOFF.comment=Adjusts height fog's size. #Far Vanilla Fog option.FAR_VANILLA_FOG_STYLE=Far Vanilla Fog Style option.FAR_VANILLA_FOG_STYLE.comment=Spherical works like vanilla fog. Cylindrical ignores Y axis. value.FAR_VANILLA_FOG_STYLE.0=Spherical value.FAR_VANILLA_FOG_STYLE.1=Cylindrical option.FOG_DENSITY_VANILLA=Vanilla Density option.FOG_DENSITY_VANILLA.comment=Adjusts fog density for vanilla fog. option.FOG_VANILLA_CLOUD=Vanilla Cloud Fog option.FOG_VANILLA_CLOUD.comment=Enables fog on vanilla cloud. value.FOG_VANILLA_CLOUD.0=§cOFF value.FOG_VANILLA_CLOUD.1=Minimal value.FOG_VANILLA_CLOUD.2=Reduced value.FOG_VANILLA_CLOUD.3=Full #Skybox option.ROUND_SUN_MOON=Round Sun & Moon option.ROUND_SUN_MOON.comment=Enables shader based sun & moon. §e[*]§rDisable vanilla sun & moon in Video Settings > Details > Sun & Moon on 1.16.4 or below. option.ROUND_SUN_MOON_SIZE=Sun & Moon Size option.ROUND_SUN_MOON_SIZE.comment=Adjusts size for round sun & moon and specular highlight. option.STARS=Stars option.STARS.comment=Enables stars. option.AURORA=Aurora option.AURORA.comment=Enables aurora. §a[+]§rThis effect benefits from TAA. option.SKYBOX_INTENSITY=Skybox Intensity option.SKYBOX_INTENSITY.comment=Adjusts skybox intensity. option.SKYBOX_OPACITY=Skybox Opacity option.SKYBOX_OPACITY.comment=Adjusts skybox opacity. §c[-]§rOnly available for 1.16.5 or above. option.SUN_INTENSITY=Sun Intensity option.SUN_INTENSITY.comment=Adjusts skybox sun intensity. §c[-]§rOnly available for 1.16.5 or above. option.MOON_INTENSITY=Moon Intensity option.MOON_INTENSITY.comment=Adjusts skybox moon intensity. §c[-]§rOnly available for 1.16.5 or above. #Water option.WATER_MODE=Water Texture Mode option.WATER_MODE.comment=Determines whether vanilla water texture should be used. Default : shader's flat water color, no texture. Vanilla : vanilla texture. Tinted Vanilla : vanilla texture with shader's water color. Flat Vanilla : vanilla's flat water color. value.WATER_MODE.0=Default value.WATER_MODE.1=Vanilla value.WATER_MODE.2=Tinted Vanilla value.WATER_MODE.3=Flat Vanilla option.WATER_ALPHA_MODE=Water Alpha Mode option.WATER_ALPHA_MODE.comment=Determines whether the water uses shader based or texture alpha value. §e[*]§rSome effect will keep using shader based alpha value. value.WATER_ALPHA_MODE.0=Flat value.WATER_ALPHA_MODE.1=Vanilla option.WATER_NORMALS=Normals option.WATER_NORMALS.comment=Enables realtime-generated normal mapping for water. value.WATER_NORMALS.0=§cOFF value.WATER_NORMALS.1=Worley value.WATER_NORMALS.2=Perlin option.WATER_PARALLAX=Parallax option.WATER_PARALLAX.comment=Enables water displacement. option.WATER_SHADOW_COLOR=Water Colored Shadows option.WATER_SHADOW_COLOR.comment=Determines whether water should cast colored shadows for tinting. §e[*]§rEnabling this will prevent transparent objects from casting colored shadows when submerged. option.WATER_CAUSTICS=Water Caustics option.WATER_CAUSTICS.comment=Determines whether water should cast caustics. §e[*]§rEnabling this will prevent transparent objects from casting colored shadows when submerged. §e[*]§rRequires realtime shadows. option.WATER_DETAIL=Detail option.WATER_DETAIL.comment=Adjusts the ratio between large and small water normals. value.WATER_DETAIL.0.05=5% value.WATER_DETAIL.0.10=10% value.WATER_DETAIL.0.15=15% value.WATER_DETAIL.0.20=20% value.WATER_DETAIL.0.25=25% value.WATER_DETAIL.0.30=30% value.WATER_DETAIL.0.35=35% value.WATER_DETAIL.0.40=40% value.WATER_DETAIL.0.45=45% value.WATER_DETAIL.0.50=50% option.WATER_BUMP=Bumpiness option.WATER_BUMP.comment=Adjusts the intensity of water normals. option.WATER_SHARPNESS=Sharpness option.WATER_SHARPNESS.comment=Adjusts the sharpness of water normals and the amount of caustics. value.WATER_SHARPNESS.0.8=Low value.WATER_SHARPNESS.0.5=Medium value.WATER_SHARPNESS.0.2=High option.WATER_SPEED=Speed option.WATER_SPEED.comment=Adjusts the noise speed for water normals. option.WATER_FOG=Water Fog option.WATER_FOG.comment=Determines whether water fog is only visible while underwater or at all times. value.WATER_FOG.0=Underwater Only value.WATER_FOG.1=Full option.WATER_FOG_DENSITY=Water Fog Density option.WATER_FOG_DENSITY.comment=Adjusts water fog density. option.WATER_CAUSTICS_STRENGTH=Caustics Strength option.WATER_CAUSTICS_STRENGTH.comment=Adjusts water caustics strength. option.WATER_PIXEL=Pixel Lock option.WATER_PIXEL.comment=Applies pixelation effect on water normals. value.WATER_PIXEL.0=OFF #Camera option.DOF=Depth of Field option.DOF.comment=Enables camera focus effect. option.DOF_STRENGTH=DoF Strength option.DOF_STRENGTH.comment=Adjusts the focus strength, higher value blurs quicker. option.MOTION_BLUR=Motion Blur option.MOTION_BLUR.comment=Enables camera motion based blurring. option.MOTION_BLUR_STRENGTH=Motion Blur Strength option.MOTION_BLUR_STRENGTH.comment=Adjusts motion blur intensity. option.BLOOM=Bloom option.BLOOM.comment=Allows bright areas to glow. option.BLOOM_STRENGTH=Bloom Strength option.BLOOM_STRENGTH.comment=Adjusts bloom intensity. option.BLOOM_CONTRAST=Bloom Contrast option.BLOOM_CONTRAST.comment=Adjusts whether the bloom should preserve color contrast or detail visibility. Higher value preserves color contrast while lower value preserves detail visibility. value.BLOOM_CONTRAST.-4=-1.00 value.BLOOM_CONTRAST.-3=-0.75 value.BLOOM_CONTRAST.-2=-0.50 value.BLOOM_CONTRAST.-1=-0.25 value.BLOOM_CONTRAST.0=0.00 value.BLOOM_CONTRAST.1=0.25 value.BLOOM_CONTRAST.2=0.50 value.BLOOM_CONTRAST.3=0.75 value.BLOOM_CONTRAST.4=1.00 option.BLOOM_RADIUS=Bloom Radius option.BLOOM_RADIUS.comment=Adjusts how far the glow spreads. value.BLOOM_RADIUS.1=Minimum value.BLOOM_RADIUS.2=Very Low value.BLOOM_RADIUS.3=Low value.BLOOM_RADIUS.4=Medium value.BLOOM_RADIUS.5=High value.BLOOM_RADIUS.6=Very High value.BLOOM_RADIUS.7=Maximum option.LENS_FLARE=Lens Flare option.LENS_FLARE.comment=Enables lens flare. option.LENS_FLARE_STRENGTH=Lens Flare Strength option.LENS_FLARE_STRENGTH.comment=Adjusts lens flare intensity. option.VIGNETTE=Vignette option.VIGNETTE.comment=Fades the edge of the screen to black. §e[*]§rDisable for 360 imaging. option.VIGNETTE_STRENGTH=Vignette Strength option.VIGNETTE_STRENGTH.comment=Adjusts vignette intensity. value.VIGNETTE_STRENGTH.0.26=0.1 value.VIGNETTE_STRENGTH.0.51=0.2 value.VIGNETTE_STRENGTH.0.72=0.3 value.VIGNETTE_STRENGTH.0.91=0.4 value.VIGNETTE_STRENGTH.1.06=0.5 value.VIGNETTE_STRENGTH.1.19=0.6 value.VIGNETTE_STRENGTH.1.28=0.7 value.VIGNETTE_STRENGTH.1.36=0.8 value.VIGNETTE_STRENGTH.1.40=0.9 value.VIGNETTE_STRENGTH.1.41=1.0 option.DIRTY_LENS=Dirty Lens option.DIRTY_LENS.comment=Adds dusty particle effect to bloom. §e[*]§rRequires bloom. option.CHROMATIC_ABERRATION=Chromatic Aberration option.CHROMATIC_ABERRATION.comment=Adds color distortion around the borders. value.CHROMATIC_ABERRATION.0=OFF value.CHROMATIC_ABERRATION.1=Weak value.CHROMATIC_ABERRATION.2=Strong option.UNDERWATER_DISTORTION=Underwater Distortion option.UNDERWATER_DISTORTION.comment=Applies screen distortion while underwater. #Anti-aliasing option.FXAA=FXAA option.FXAA.comment=Enables fast approximate anti-aliasing, done by smoothing out edges with minimal performance cost. §e[*]§rPlease disable Antialiasing in Shaders menu while this option is enabled. option.TAA=TAA option.TAA.comment=Enables temporal anti-aliasing, done by smart frame blending which captures improves tiny details and some effects. §e[*]§rSharpening included. §e[*]§rPlease disable Antialiasing in Shaders menu while this option is enabled. option.FXAA_SUBPIXEL=FXAA Subpixel Smoothing option.FXAA_SUBPIXEL.comment=Adjusts how much smoothing should FXAA apply to tiny details. value.FXAA_SUBPIXEL.0.00=§cOFF value.FXAA_SUBPIXEL.0.25=Low value.FXAA_SUBPIXEL.0.50=Medium value.FXAA_SUBPIXEL.0.75=High value.FXAA_SUBPIXEL.1.00=Very High option.FXAA_EDGE_SENSITIVITY=FXAA Edge Sensitivity option.FXAA_EDGE_SENSITIVITY.comment=Adjusts how much edge contrast and brightness required to apply FXAA. value.FXAA_EDGE_SENSITIVITY.0=Low value.FXAA_EDGE_SENSITIVITY.1=Medium value.FXAA_EDGE_SENSITIVITY.2=High option.TAA_MODE=TAA Mode option.TAA_MODE.comment=Determines how TAA should be done. Smooth allows some effects to look better at the cost of ghosting. Coarse have less ghosting but barely improves other effects. value.TAA_MODE.0=Smooth value.TAA_MODE.1=Coarse option.TAA_SELECTIVE=Selective TAA option.TAA_SELECTIVE.comment=Exclude entities, particles, and hand from temporal anti aliasing to reduce ghosting. §c[-]§rExcluded objects will need to rely on FXAA. #Color option.LIGHT_MR=Red option.LIGHT_MG=Green option.LIGHT_MB=Blue option.LIGHT_MI=Intensity option.LIGHT_DR=Red option.LIGHT_DG=Green option.LIGHT_DB=Blue option.LIGHT_DI=Intensity option.LIGHT_ER=Red option.LIGHT_EG=Green option.LIGHT_EB=Blue option.LIGHT_EI=Intensity option.LIGHT_NR=Red option.LIGHT_NG=Green option.LIGHT_NB=Blue option.LIGHT_NI=Intensity option.AMBIENT_MR=Red option.AMBIENT_MG=Green option.AMBIENT_MB=Blue option.AMBIENT_MI=Intensity option.AMBIENT_DR=Red option.AMBIENT_DG=Green option.AMBIENT_DB=Blue option.AMBIENT_DI=Intensity option.AMBIENT_ER=Red option.AMBIENT_EG=Green option.AMBIENT_EB=Blue option.AMBIENT_EI=Intensity option.AMBIENT_NR=Red option.AMBIENT_NG=Green option.AMBIENT_NB=Blue option.AMBIENT_NI=Intensity option.MINLIGHT_R=Red option.MINLIGHT_G=Green option.MINLIGHT_B=Blue option.MINLIGHT_I=Intensity value.MINLIGHT_I.0.30=0.30 (Moody) value.MINLIGHT_I.0.50=0.50 (Default) value.MINLIGHT_I.0.70=0.70 (Bright) option.BLOCKLIGHT_R=Red option.BLOCKLIGHT_G=Green option.BLOCKLIGHT_B=Blue option.BLOCKLIGHT_I=Intensity option.SKY_R=Red option.SKY_G=Green option.SKY_B=Blue option.SKY_I=Intensity option.WATER_R=Red option.WATER_G=Green option.WATER_B=Blue option.WATER_I=Intensity option.WATER_A=Alpha option.WATER_F=Fog Intensity option.WEATHER_RR=Red option.WEATHER_RG=Green option.WEATHER_RB=Blue option.WEATHER_RI=Intensity option.WEATHER_CR=Red option.WEATHER_CG=Green option.WEATHER_CB=Blue option.WEATHER_CI=Intensity option.WEATHER_DR=Red option.WEATHER_DG=Green option.WEATHER_DB=Blue option.WEATHER_DI=Intensity option.WEATHER_BR=Red option.WEATHER_BG=Green option.WEATHER_BB=Blue option.WEATHER_BI=Intensity option.WEATHER_SR=Red option.WEATHER_SG=Green option.WEATHER_SB=Blue option.WEATHER_SI=Intensity option.WEATHER_MR=Red option.WEATHER_MG=Green option.WEATHER_MB=Blue option.WEATHER_MI=Intensity option.WEATHER_VR=Red option.WEATHER_VG=Green option.WEATHER_VB=Blue option.WEATHER_VI=Intensity option.WEATHER_JR=Red option.WEATHER_JG=Green option.WEATHER_JB=Blue option.WEATHER_JI=Intensity option.AURORA_LR=Red option.AURORA_LG=Green option.AURORA_LB=Blue option.AURORA_LI=Intensity option.AURORA_HR=Red option.AURORA_HG=Green option.AURORA_HB=Blue option.AURORA_HI=Intensity option.NETHER_NR=Red option.NETHER_NG=Green option.NETHER_NB=Blue option.NETHER_NI=Intensity option.NETHER_VR=Red option.NETHER_VG=Green option.NETHER_VB=Blue option.NETHER_VI=Intensity option.NETHER_CR=Red option.NETHER_CG=Green option.NETHER_CB=Blue option.NETHER_CI=Intensity option.NETHER_WR=Red option.NETHER_WG=Green option.NETHER_WB=Blue option.NETHER_WI=Intensity option.NETHER_BR=Red option.NETHER_BG=Green option.NETHER_BB=Blue option.NETHER_BI=Intensity option.END_R=Red option.END_G=Green option.END_B=Blue option.END_I=Intensity option.EMISSIVE_RECOLOR=Emissive Recolor option.EMISSIVE_RECOLOR.comment=Tints certain emissive blocks with blocklight color. option.SKY_VANILLA=Vanilla Sky option.SKY_VANILLA.comment=Use vanilla sky color. option.SKY_VANILLA_USE_FOG=Use Vanilla Fog Color option.SKY_VANILLA_USE_FOG.comment=Allows vanilla fog color to be used while Vanilla Sky is enabled. option.NETHER_VANILLA=Vanilla Nether option.NETHER_VANILLA.comment=Use vanilla nether color. #Color Grading & Tonemap option.EXPOSURE=Exposure option.EXPOSURE.comment=Adjusts overall brightness. option.AUTO_EXPOSURE=Auto Exposure option.AUTO_EXPOSURE.comment=Enables automatic adjustment to overall brightness. option.CLASSIC_EXPOSURE=Classic Exposure option.CLASSIC_EXPOSURE.comment=Enables increased exposure when going indoors. option.COLOR_GRADING=Color Grading option.COLOR_GRADING.comment=Enables color grading. §e[*]§rThis option doesn't need to be enabled to change tonemap, saturation, and vibrance sliders. option.TONEMAP_LOWER_CURVE=Tonemap Lower Curve option.TONEMAP_LOWER_CURVE.comment=Adjusts contrast of darker colors. option.TONEMAP_UPPER_CURVE=Tonemap Upper Curve option.TONEMAP_UPPER_CURVE.comment=Adjusts contrast of brighter colors. option.TONEMAP_WHITE_CURVE=Tonemap White Curve option.TONEMAP_WHITE_CURVE.comment=Adjusts how quickly the tonemapped color can reach maximum brightness. option.TONEMAP_WHITE_PATH=Tonemap White Path option.TONEMAP_WHITE_PATH.comment=Adjusts how quickly bright and saturated color turns into white. option.SATURATION=Saturation option.SATURATION.comment=Adjusts saturation of all colors. option.VIBRANCE=Vibrance option.VIBRANCE.comment=Adjusts saturation of less saturated colors, well saturated colors are less affected. #More Exposure Config option.AUTO_EXPOSURE_RADIUS=Auto Exposure Radius option.AUTO_EXPOSURE_RADIUS.comment=Adjusts how much of the screen being used for exposure calculation. value.AUTO_EXPOSURE_RADIUS.0.002=Very Low value.AUTO_EXPOSURE_RADIUS.0.04=Low value.AUTO_EXPOSURE_RADIUS.0.18=Medium value.AUTO_EXPOSURE_RADIUS.0.35=High value.AUTO_EXPOSURE_RADIUS.0.7=Very High option.AUTO_EXPOSURE_SPEED=Auto Exposure Speed option.AUTO_EXPOSURE_SPEED.comment=Adjusts how fast the exposure change occurs. §c[-]§rFast speed or above may cause flashing in combination with low radius. value.AUTO_EXPOSURE_SPEED.0.0033=Very Slow value.AUTO_EXPOSURE_SPEED.0.01=Slow value.AUTO_EXPOSURE_SPEED.0.033=Medium value.AUTO_EXPOSURE_SPEED.0.1=Fast value.AUTO_EXPOSURE_SPEED.0.33=Very Fast #Color Grading Config option.CG_RR=Red - Red Value option.CG_RG=Red - Green Value option.CG_RB=Red - Blue Value option.CG_RI=Red Strength Value option.CG_RM=Minimal Red Value option.CG_RC=Red Curve Value option.CG_GR=Green - Red Value option.CG_GG=Green - Green Value option.CG_GB=Green - Blue Value option.CG_GI=Green Strength Value option.CG_GM=Minimal Green Value option.CG_GC=Green Curve Value option.CG_BR=Blue - Red Value option.CG_BG=Blue - Green Value option.CG_BB=Blue - Blue Value option.CG_BI=Blue Strength Value option.CG_BM=Minimal Blue Value option.CG_BC=Blue Curve Value option.CG_TR=Tint - Red Value option.CG_TG=Tint - Green Value option.CG_TB=Tint - Blue Value option.CG_TI=Tint Strength Value option.CG_TM=Tint Mix Value #Extras option.OUTLINE=Outline option.OUTLINE.comment=Enables outline effect. §c[-]§rBlack, Colored, and 1.12 Update Art are not fully compatible with volumetric clouds. value.OUTLINE.0=OFF value.OUTLINE.1=Black value.OUTLINE.2=Colored value.OUTLINE.3=1.12 Update Art value.OUTLINE.4=Dungeons option.TOON_LIGHTMAP=Toon Lightmap option.TOON_LIGHTMAP.comment=Reduces the quality of vanilla lighting for cel shading. §e[*]§rThis option is known for making the game "look bad", only enable this when needed. option.RETRO_FILTER=Retro Filter option.RETRO_FILTER.comment=Adds pixelation and dithering. §c[-]§rIncompatible with anti-aliasing. option.RETRO_FILTER_SIZE=Retro Filter Size option.RETRO_FILTER_SIZE.comment=Adjusts pixel size for retro filter. option.WORLD_CURVATURE=World Curvature option.WORLD_CURVATURE.comment=Enables world curvature. §e[*]§rWorks in overworld only. §c[-]§rMissing chunks are handled by Minecraft itself which I can't fix. §c[-]§rMay break block selection highlight on 1.17. option.WORLD_CURVATURE_SIZE=World Curvature Size option.WORLD_CURVATURE_SIZE.comment=Adjusts world curvature size. Negative values will bend the world upwards. #Animations option.WORLD_TIME_ANIMATION=World Time Animation option.WORLD_TIME_ANIMATION.comment=Use ingame time for moving objects. §e[*]§rThis option is mostly used when making cinematics. §c[-]§rThis option completely stops animation in the Nether & End. option.ANIMATION_SPEED=Animation Speed option.ANIMATION_SPEED.comment=Adjusts animation speed. #Waving Blocks option.WAVING_GRASS=Grass option.WAVING_GRASS.comment=Allows grass to wave. option.WAVING_CROP=Crops option.WAVING_CROP.comment=Allows plants on farmlands to wave. option.WAVING_PLANT=Plants option.WAVING_PLANT.comment=Allows various plants to wave. option.WAVING_TALL_PLANT=Tall Plants option.WAVING_TALL_PLANT.comment=Allows 2 block height plants to wave. option.WAVING_LEAF=Leaves option.WAVING_LEAF.comment=Allows leaves to wave. option.WAVING_VINE=Vines option.WAVING_VINE.comment=Allows vines to wave. option.WAVING_WATER=Water option.WAVING_WATER.comment=Allows water to wave. option.WAVING_LAVA=Lava option.WAVING_LAVA.comment=Allows lava to wave. option.WAVING_FIRE=Fire option.WAVING_FIRE.comment=Allows fire to wave. option.WAVING_LANTERN=Lantern option.WAVING_LANTERN.comment=Allows lantern to wave.