#shaders/lang/en_us.lang

#Profiles
profile.POTATO=Performance: §aPotato
profile.VERYLOW=Performance: §aVery Low
profile.LOW=Performance: §aLow
profile.MEDIUM=Performance: §aMedium
profile.HIGH=Performance: §eHigh (Default)
profile.VERYHIGH=Performance: §cVery High
profile.ULTRA=Performance: §4§lUltra
profile.COMPLEMENTARY=§4§l§n§oComplementary
profile.comment=Shader profiles change performance settings with the most optimised visual fidelity to performance ratio. §e[*]§r It's recommended to use one of these profiles for your settings unless you know what you are doing. §e[*]§r All affected settings can all be found in the "Performance Settings" menu.

#Information
screen.INFORMATION=Information
screen.INFORMATION.comment=This section contains buttons that only exist to provide information.

screen.INFORMATION2=Complementary Information
screen.INFORMATION2.comment=This section contains buttons that only exist to provide information.

option.info0=§bHover your mouse on a button
value.info0.0=
option.info0.comment=This section contains buttons that only exist to provide information.

option.info1=How to get more performance
value.info1.0=
option.info1.comment=Performance is a complex topic in Minecraft because it gets affected by so many things, but you can try these:. Reduce your render distance, ideally it should be between 6 and 16 for almost every device. Reduce the "Profile" shader setting, these have been carefully tested for the best visual/performance ratio. More information will be added later.

option.info2=What are the best settings
value.info2.0=
option.info2.comment=Best settings are subjective, but using the default settings will be the near-best for most people. The default settings have been shaped by years of community evaluations and feedback, while paying a lot of attention to the visual/performance ratio. But you should still feel free to tweak around and have fun doing so!

option.info3=What is Profile or Visual Style
value.info3.0=
option.info3.comment="Profile" setting changes the settings found in the "Performance Settings" menu, while not affecting any preference-based settings. "Visual Style" changes the "Set by Style" values that exist on many preference-based settings, but it does not impact performance by an important amount.

option.info4=What is RP Support
value.info4.0=
option.info4.comment=RP Support option determines how the shader pack treats the different blocks of Minecraft. For example, §bIntegratedPBR+§r treats gold blocks as reflective things, while §elabPBR§r or §eseuspbr§r require you to install a resource pack to tell that to the shader. Setting RP Support to §aBasic§r will make it so that no block is "special" other than a couple exceptions like water.

option.info5=What are yellow settings
value.info5.0=
option.info5.comment=A setting with a yellow name means that the setting impacts performance by a measurable amount despite not being in the "Performance Settings" category. If enabling it results in a red option text, it means that the performance cost is very high.

option.info6=
value.info6.0=
option.info6.comment=

option.info7=
value.info7.0=
option.info7.comment=

option.info8=How to join the community
value.info8.0=
option.info8.comment=You can join the Complementary Discord server to join our friendly community, and be able to contact developers or experienced community members. www.complementary.dev/discord

option.info9=How to support Complementary
value.info9.0=
option.info9.comment=Best way to support the development of Complementary is to share it with your friends or social media, but you can also directly support the developer on Patreon. www.patreon.com/emingt

option.info10=Credits
value.info10.0=
option.info10.comment=EminGT: The main developer of Complementary. Capt Tatsu: Developer of BSL Shaders, his generosity is what made Complementary possible in the first place. Special Thanks: IMS212, sp614x, Chocapic13, Robobo1221, SixthSurge, null511, fayer3, catlikecoding, Builderb0y, Jessie, SpacEagle17, isuewo, flytrap, gri573, FoZy-STYLE, plazmal

option.info11=§dWhat is Euphoria Patches
value.info11.0=
option.info11.comment=Euphoria Patches is an add-on for Complementary Shaders, developed by SpacEagle17. It aims to extend Complementary with more optional handcrafted features and settings.

option.info12=Euphoria Patches Settings
value.info12.0=
option.info12.comment=All Euphoria options are disabled by default and the user can decide what to enable. Under the Popular Settings category one can find the most popular Euphoria Patches features. Countless other settings exist and more get added with each update, have fun tinkering around!

option.info13=Euphoria Mod Support
value.info13.0=
option.info13.comment=Euphoria Patches aims to better support modded blocks than regular Complementary by having default modded block support (check block.properties). Light Source detection with automatic applied emission. Foliage model detection with automatically applied SSS.

option.info14=Join the community
value.info14.0=
option.info14.comment=Join the Euphoria Patches Discord server for question, a fun community, and to stay up-to-date with the latest news. §d§l§neuphoriapatches.com/discord

option.info15=Euphoria Patches Credits
value.info15.0=
option.info15.comment=The entire credits can be found at §deuphoriapatches.com/credits§r. isuewo - Former co-developer of Euphoria Patches. EminGT: The main developer of Complementary. Capt Tatsu, gri573, FoZy STYLE, JoKerTech, SixthSurge, WoMspace (aka Sasha), Septonious, fayer3, Xonk, Memokii, dragoncat, TheNukeLore, dbrighthd, Surisen (Ruri), Acer (Alex), Folox_, Helgust.

option.info16=§d§nHow to support Euphoria Patches
value.info16.0=
option.info16.comment=You can support Euphoria Patches by being curious about new updates and sharing it with people, but you can also directly support SpacEagle17 on Patreon or Ko-Fi and access Exclusive Beta Versions. §d§l§neuphoriapatches.com/support

option.info17=Beta Version: SpacEagle17 Patreon
value.info17.0=
option.info17.comment=You can support SpacEagle17 on Patreon or Ko-Fi and access exclusive development versions. §d§l§neuphoriapatches.com/support

option.info18=For Complementary r5.8.1
value.info18.0=
option.info18.comment=Thank you for Installing Euphoria Patches :)

option.info19=§aNEW UPDATE
value.info19.0=§cX.Y.Z §r->§a X.Y.Z
option.info19.comment=A new version of the EuphoriaPatcher Mod is available. Download it from Modrinth: https://euphoriapatches.com/download.

option.info20=
value.info20.0=§aeuphoriapatches.com/download
option.info20.comment=A new version of the EuphoriaPatcher Mod is available. Download it from Modrinth: https://euphoriapatches.com/download.

option.info21=Frequently Asked Questions
value.info21.0=
option.info21.comment=Check out the FAQ page to find answers to common questions. §d§l§neuphoriapatches.com/faq

option.info22=§dMore Settings via Scrolling
value.info22.0=
option.info22.comment=On big GUI sizes it is possible that some settings are hidden, scrolling down will reveal them.

#Style
option.SHADER_STYLE=Visual Style
option.SHADER_STYLE.comment=Determines the default visual style of the shader pack. §bReimagined§r: Complementing Minecraft while preserving its unique visual elements. §dUnbound§r: Reworking the visuals of Minecraft with a semi-realistic fantasy style. §e[*]§r Affected settings: Water Style, Cloud Style, Sun/Moon Style, Sun/Moon Angle, Aurora Style, Glowing Ores.
value.SHADER_STYLE.1=§bReimagined
value.SHADER_STYLE.4=§dUnbound

#Screens
screen.PERFORMANCE_SETTINGS=§ePerformance Settings§r
screen.PERFORMANCE_SETTINGS.comment=Settings that directly relate to the performance, and get changed by the different shader profiles.

screen.ATMOSPHERE_SETTINGS=Atmosphere
screen.ATMOSPHERE_SETTINGS.comment=Settings that relate to the atmosphere.

screen.ATM_COLOR_SETTINGS=Atmosphere Color Multipliers
screen.ATM_COLOR_SETTINGS.comment=Enables customization of atmosphere colors that are mostly seen in the sky and fog.

screen.MORNING_ATM_MULTS=Sunrise/Sunset Time
screen.NOON_ATM_MULTS=Noon Time
screen.NIGHT_ATM_MULTS=Night Time
screen.RAIN_ATM_MULTS=Rainy Weather
screen.NETHER_ATM_MULTS=The Nether Dimension
screen.END_ATM_MULTS=The End Dimension

screen.CLOUD_SETTINGS=Clouds
screen.CLOUD_SETTINGS.comment=Settings that relate to the clouds.

screen.CLOUD_COLOR_SETTINGS=Cloud Color
screen.CLOUD_COLOR_SETTINGS.comment=Settings to change the color of the clouds.

screen.CLOUD_UNBOUND_SETTINGS=Unbound Cloud Settings
screen.CLOUD_REIMAGINED_SETTINGS=Reimagined Cloud Settings

screen.FOG_SETTINGS=Fog
screen.FOG_SETTINGS.comment=Settings that relate to the various types of fog.

screen.SUN_MOON_SETTINGS=Sun / Moon
screen.SUN_MOON_SETTINGS.comment=Settings that relate to the sun and moon.

screen.NETHER_SETTINGS=The Nether Dimension
screen.NETHER_SETTINGS.comment=Settings that relate to the Nether dimension.

screen.END_SETTINGS=The End Dimension
screen.END_SETTINGS.comment=Settings that relate to the End dimension.

screen.WEATHER_SETTINGS=Rain / Weather
screen.WEATHER_SETTINGS.comment=Settings that relate to weather conditions

screen.CAMERA_SETTINGS=Camera
screen.CAMERA_SETTINGS.comment=Settings that relate to the view/camera.

screen.TONEMAP_SETTINGS=Color Balance
screen.TONEMAP_SETTINGS.comment=Settings that determine the color balance of the visuals.

screen.COLORGRADING_SETTINGS=Color Grading
screen.COLORGRADING_SETTINGS.comment=Settings to mix up the final color channels.

screen.WORLD_BLUR_SETTINGS=World Blur
screen.WORLD_BLUR_SETTINGS.comment=Settings that relate to fancy world blurring effects.

screen.TAA_SETTINGS=Temporal Filter Settings
screen.TAA_SETTINGS.comment=Settings to determine the behaviour of temporal anti aliasing.

screen.MATERIAL_SETTINGS=Materials
screen.MATERIAL_SETTINGS.comment=Settings that are related to the materials of Minecraft.

screen.IPBR_SETTINGS=IntegratedPBR+ Materials
screen.IPBR_SETTINGS.comment=Settings that are related to the features of IntegratedPBR+.

screen.GLOWING_ORE_SETTINGS=Glowing Ores
screen.GLOWING_ORE_SETTINGS.comment=Settings to adjust emission of ore blocks.

screen.GLOWING_STUFF_SETTINGS=Glowing Stuff
screen.GLOWING_STUFF_SETTINGS.comment=Settings to adjust emission of miscellaneous blocks.

screen.OTHER_IPBR_SETTINGS=Other IPBR+ Features
screen.OTHER_IPBR_SETTINGS.comment=Miscellaneous IntegratedPBR+ settings.

screen.CUSTOM_PBR_SETTINGS=labPBR/seuspbr Materials
screen.CUSTOM_PBR_SETTINGS.comment=Settings that are related to the features of labPBR/seuspbr.

screen.LIGHTING_SETTINGS=Lighting
screen.LIGHTING_SETTINGS.comment=Settings that are related to lighting.

screen.LIGHT_COLOR_SETTINGS=Lighting Color Multipliers
screen.LIGHT_COLOR_SETTINGS.comment=Enables customization of lighting colors that are seen on all surfaces.

screen.MORNING_LIGHT_MULTS=Sunrise/Sunset Time
screen.NOON_LIGHT_MULTS=Noon Time
screen.NIGHT_LIGHT_MULTS=Night Time
screen.RAIN_LIGHT_MULTS=Rainy Weather
screen.NETHER_LIGHT_MULTS=The Nether Dimension
screen.END_LIGHT_MULTS=The End Dimension

screen.BLOCKLIGHT_SETTINGS=Blocklight §e[*]§r
screen.BLOCKLIGHT_SETTINGS.comment=Settings to adjust the lighting emitted from light source blocks. §e[*]§r The red/green/blue color settings won't affect most lights if the Advanced Color Tracing setting is enabled.

screen.MOON_PHASE_INF_SETTINGS=Moon Phase Influence
screen.MOON_PHASE_INF_SETTINGS.comment=Settings to determine how different moon phases affect the night lighting.

screen.ACT_FEATURES_SETTINGS=ACT Exclusive Features §e[*]§r
screen.ACT_FEATURES_SETTINGS.comment=Settings that are about features exclusive to Advanced Color Tracing. §e[*]§r These features only work if Advanced Color Tracing is on in Performance Settings and your system supports it.

screen.PIXELATED_LIGHTING_SETTINGS=Pixelated Lighting
screen.PIXELATED_LIGHTING_SETTINGS.comment=Settings to make certain lighting effects pixelated.

screen.WATER_SETTINGS=Water
screen.WATER_SETTINGS.comment=Settings that are about water.

screen.WATER_COLOR_SETTINGS=Water Surface Color
screen.UNDERWATER_COLOR_SETTINGS=Underwater Color

screen.WATER_WAVE_SETTINGS=Waving Water Normals §e[*]§r
screen.WATER_WAVE_SETTINGS.comment=Settings to customise the surface-direction waves (normals) seen on water. §e[*]§r These settings only work when the Water Style is set to "Reimagined + Waves" or "Unbound".

screen.WAVING_SETTINGS=Waving Textures
screen.WAVING_SETTINGS.comment=Settings that are about waving textures.

screen.OTHER_SETTINGS=Other
screen.OTHER_SETTINGS.comment=Settings that don't fit into any other category.

screen.SELECT_OUTLINE_SETTINGS=Selection Outline
screen.SELECT_OUTLINE_SETTINGS.comment=Settings that change the block selection outline.

screen.WORLD_OUTLINE_SETTINGS=World Outline
screen.WORLD_OUTLINE_SETTINGS.comment=Settings that are about optional outline effects.

#Settings
option.RP_MODE=RP Support
option.RP_MODE.comment=Changes many internal calculations to determine how different blocks and materials will be rendered. §bIntegrated PBR+§r: Calculated PBR and extra effects, highly recommended for most use cases. §aBasic§r: No PBR or extra effects. §elabPBR/seuspbr§r: Materials using the required PBR resource packs.
value.RP_MODE.0=§aBasic
value.RP_MODE.1=§bIntegrated PBR+
value.RP_MODE.2=§eseuspbr (RP Required)
value.RP_MODE.3=§elabPBR (RP Required)

option.WATER_REFLECT_QUALITY=Water Reflection Quality
option.WATER_REFLECT_QUALITY.comment=Adjusts the visual quality of reflections that appear on translucents. §cMedium§r: Screenspace ray-traced reflections on water and translucents. §ePotato§r: Replaces water and translucent reflections with a faster method, may look incorrect in some situations. §aOFF§r: No reflections.
value.WATER_REFLECT_QUALITY.-1=§aOFF
value.WATER_REFLECT_QUALITY.0=§aSky only
value.WATER_REFLECT_QUALITY.1=§ePotato
value.WATER_REFLECT_QUALITY.2=§cMedium

option.BLOCK_REFLECT_QUALITY=Block Reflection Quality §e[*]§r
option.BLOCK_REFLECT_QUALITY.comment=Adjusts the visual quality of reflections that appear on solid materials. §cHigh§r: Sun/moon highlights + advanced specular reflections. §eLow§r: Sun/moon highlights only. §e[*]§r RP Support option must be set to anything but Basic for any specular reflections to appear.
value.BLOCK_REFLECT_QUALITY.0=§aOFF
value.BLOCK_REFLECT_QUALITY.1=§eLow
value.BLOCK_REFLECT_QUALITY.3=§cHigh

option.SHADOW_QUALITY=Real-Time Shadows
option.SHADOW_QUALITY.comment=Adjusts the quality of shadows. Every tier further reduces the shadow noise artifacts, §eLow§r and §eVery Low§r use simpler shadow filtering, §eVery Low§r also disables colored shadows, §aOFF§r completely disables shadows and light shafts. §e[*]§r This setting is internally limited at "Low" if you disable the Temporal Filter or enable the Pixelated Shadows setting.
value.SHADOW_QUALITY.-1=§aOFF
value.SHADOW_QUALITY.0=§eVery Low
value.SHADOW_QUALITY.1=§eLow
value.SHADOW_QUALITY.2=§eMedium
value.SHADOW_QUALITY.3=§cHigh
value.SHADOW_QUALITY.4=§cVery High
value.SHADOW_QUALITY.5=§4§lUltra

option.LIGHTSHAFT_QUALI_DEFINE=Light Shaft Quality §e[*]§r
option.LIGHTSHAFT_QUALI_DEFINE.comment=Adjusts the quality of light shafts. Every tier further reduces the noise artifacts. §e[*]§r "Real-Time Shadows" setting must be set to anything but OFF for light shafts to work. §e[*]§r This setting also controls the quality of End Beams, with the exception that the "OFF" option is treated as "Low".
value.LIGHTSHAFT_QUALI_DEFINE.0=§aOFF
value.LIGHTSHAFT_QUALI_DEFINE.1=§eLow
value.LIGHTSHAFT_QUALI_DEFINE.2=§eMedium
value.LIGHTSHAFT_QUALI_DEFINE.3=§cHigh
value.LIGHTSHAFT_QUALI_DEFINE.4=§4§lVery High

option.shadowDistance=Shadow Distance
option.shadowDistance.comment=Adjusts the distance from the player which real-time shadows are rendered. §c[-]§r Lower values may cause excessive Light Shaft leaking.
value.shadowDistance.64.0=§a4 Chunks §c[-]
value.shadowDistance.80.0=§a5 Chunks §c[-]
value.shadowDistance.96.0=§a6 Chunks §c[-]
value.shadowDistance.112.0=§a7 Chunks §c[-]
value.shadowDistance.128.0=§a8 Chunks
value.shadowDistance.160.0=§e10 Chunks
value.shadowDistance.192.0=§e12 Chunks
value.shadowDistance.224.0=§e14 Chunks
value.shadowDistance.256.0=§c16 Chunks
value.shadowDistance.320.0=§c20 Chunks
value.shadowDistance.384.0=§4§l24 Chunks
value.shadowDistance.512.0=§4§l32 Chunks
value.shadowDistance.768.0=§4§l§n§o48 Chunks
value.shadowDistance.1024.0=§4§k-§r§4§l§n§o64 Chunks§r§4§k-

option.ENTITY_SHADOW=Entity Shadows
option.ENTITY_SHADOW.comment=Enables shadows cast from entities and block entities. "Regular Entities" include things like animals and monsters, while the "Full" option also includes block entities like chests. §c[-]§r Entity Shadows impact performance way more than expected, costing more than 50% of your fps in some cases.
value.ENTITY_SHADOW.-1=§aOFF
value.ENTITY_SHADOW.1=§cRegular Entities
value.ENTITY_SHADOW.2=§4§k-§r§4§l§n§oFull§r§4§k- §r§c[-]

option.DETAIL_QUALITY=Detail Quality
option.DETAIL_QUALITY.comment=Adjusts several small things that affect performance. Adjust the quality of: Water material, TAA, lighting tweaks, Night Nebula, Nether Storm, sky effect reflections, rain puddle accuracy, waving effect, motion blur
value.DETAIL_QUALITY.0=§aPotato
value.DETAIL_QUALITY.2=§eMedium
value.DETAIL_QUALITY.3=§cHigh

option.CLOUD_QUALITY=Cloud Quality
option.CLOUD_QUALITY.comment=Adjusts the lighting, detail, and sample quality of Reimagined/Unbound cloud styles. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles.
value.CLOUD_QUALITY.0=§aOFF
value.CLOUD_QUALITY.1=§aLow
value.CLOUD_QUALITY.2=§eMedium
value.CLOUD_QUALITY.3=§cHigh

option.FXAA_DEFINE=Anti-Aliasing (FXAA)
option.FXAA_DEFINE.comment=Enables Fast Approximate Anti-Aliasing (FXAA), which is basically an effect that produces smoother image.
value.FXAA_DEFINE.-1=§aOFF
value.FXAA_DEFINE.1=§eON

option.SSAO_QUALI_DEFINE=Edge Shadow (SSAO) Quality
option.SSAO_QUALI_DEFINE.comment=Adjusts the quality of Screen-Space Ambient Occlusion (SSAO) which adds extra ambient shadowing to the edges of the scene. Every tier further reduces the ssao noise artifacts.
value.SSAO_QUALI_DEFINE.0=§aOFF
value.SSAO_QUALI_DEFINE.2=§eMedium
value.SSAO_QUALI_DEFINE.3=§cHigh

option.ANISOTROPIC_FILTER=Texture Filtering
option.ANISOTROPIC_FILTER.comment=Improves the quality of mipmapped textures using Anisotropic Filtering. §e[*]§r Make sure your "Mipmap Levels" video setting is set to Maximum (4) or you won't get good results.
value.ANISOTROPIC_FILTER.0=§aOFF
value.ANISOTROPIC_FILTER.4=§e4x
value.ANISOTROPIC_FILTER.8=§e8x
value.ANISOTROPIC_FILTER.16=§4§l16x

option.COLORED_LIGHTING=Advanced Color Tracing §e[*]§r
option.COLORED_LIGHTING.comment=Complementary Shaders Feature. Uses voxelization and floodfill lighting to add color to blocklight, alongside introducing some new lights. §e[*]§r This feature only works on Iris and supported platforms. §e[*]§r This setting will be disabled if "Real-Time Shadows" is OFF. §a[+]§r The Advanced Color Tracing system also enables some other features which you can individually enable/disable in the "Other" -> "ACT Features" menu. §c[-]§r High chunk values for this effect impact performance way more than expected, each increment can cost more than twice the performance of the previous tier. §c[-]§r Colored lighting can produce some light color leaking issues when dealing with non-full blocks or modded blocks.
value.COLORED_LIGHTING.0=§aOFF
value.COLORED_LIGHTING.128=§c4 Chunks
value.COLORED_LIGHTING.192=§c6 Chunks
value.COLORED_LIGHTING.256=§4§l8 Chunks
value.COLORED_LIGHTING.384=§4§l12 Chunks
value.COLORED_LIGHTING.512=§4§l§n§o16 Chunks
value.COLORED_LIGHTING.768=§4§l§n§o24 Chunks §r§c[-]
value.COLORED_LIGHTING.1024=§4§k-§r§4§l§n§o32 Chunks§r§4§k- §r§c[-]

option.WORLD_SPACE_REFLECTIONS=World-Space Reflections §e[*]§r
option.WORLD_SPACE_REFLECTIONS.comment=Calculates reflections in world-space rather than screen-space. §c[-]§r Likely breaks with modded blocks. §e[*]§r This feature only works if Advanced Color Tracing is on in Performance Settings and your system supports it. §e[*]§r The maximum distance of this effect depends on the Advanced Color Tracing distance, but it is internally capped at 16 chunks for technical reasons. §c[-]§r This effect can severely impact performance especially with higher Advanced Color Tracing distances. §c[-]§r World-space reflections can have several types of issues with mods or resource packs.
value.WORLD_SPACE_REFLECTIONS.-1=§aOFF
value.WORLD_SPACE_REFLECTIONS.1=§4§l§n§oON

option.WORLD_SPACE_REF_MODE=WSR Mode §e[*]§r
option.WORLD_SPACE_REF_MODE.comment=Determines the operation mode of world-space reflections. §e[*]§r The "WSR Only" mode is good for eliminating all screen-space reflection artifacts as it only shows the world-space reflections, but the "WSR + SSR" mode is better for getting more total detail in the reflections as screen-space reflections have access to all the details that are on the screen without being limited to blocks or a set distance.
value.WORLD_SPACE_REF_MODE.1=WSR Only
value.WORLD_SPACE_REF_MODE.2=WSR + SSR

option.WORLD_SPACE_PLAYER_REF=WS Player Reflections
option.WORLD_SPACE_PLAYER_REF.comment=Makes the current player's own player model reflected inside world-space reflections.
value.WORLD_SPACE_PLAYER_REF.-1=OFF
value.WORLD_SPACE_PLAYER_REF.1=ON

option.SSAO_I=Edge Shadow Intensity (SSAO)
option.SSAO_I.comment=Determines the strength of Screen-Space Ambient Occlusion (SSAO) which adds extra ambient shadowing to the edges of the scene. §e[*]§r This setting won't work if SSAO is disabled in "Performance Settings".
value.SSAO_I.0=OFF

option.VANILLAAO_I=Edge Shadow Intensity (Vanilla)
option.VANILLAAO_I.comment=Determines the strength of Minecraft's ambient occlusion which adds extra ambient shadowing to the edges of the scene.
value.VANILLAAO_I.0=OFF

option.BORDER_FOG=Border Fog
option.BORDER_FOG.comment=Intense fog on the edges of the loaded world to hide chunk borders. §e[*]§r It's recommended to disable Border Fog when playing with less than 8 chunks of render distance.

option.ATM_FOG_MULT=Atmospheric Fog
option.ATM_FOG_MULT.comment=Adjusts the intensity of altitude-based fog.
value.ATM_FOG_MULT.0.50=Very Subtle
value.ATM_FOG_MULT.0.65=Subtle
value.ATM_FOG_MULT.0.80=Normal
value.ATM_FOG_MULT.0.95=Intense

option.ATM_FOG_DISTANCE=Atmospheric Fog Distance
option.ATM_FOG_DISTANCE.comment=Adjusts the distance from the camera that the atmospheric fog starts to appear. §e[*]§r Note that the fog distance also gets automatically adjusted by the Render Distance setting in Video Settings.

option.ATM_FOG_ALTITUDE=Atmospheric Fog Altitude
option.ATM_FOG_ALTITUDE.comment=Determines the altitude that the atmospheric fog appears the most prominently.

option.CAVE_FOG=Cave Fog
option.CAVE_FOG.comment=Enables extra fog in deep underground areas.

option.LIGHTSHAFT_BEHAVIOUR=Light Shaft Mode
option.LIGHTSHAFT_BEHAVIOUR.comment=Determines the behaviour of light shafts. §a[+]§r Scene Aware Light Shafts automatically transition between regular and extreme modes to provide the best results. §c[-]§r Extreme mode is not recommended for general gameplay, and it can severely impact performance.
value.LIGHTSHAFT_BEHAVIOUR.0=OFF
value.LIGHTSHAFT_BEHAVIOUR.1=Scene Aware §a[+]
value.LIGHTSHAFT_BEHAVIOUR.2=Regular
value.LIGHTSHAFT_BEHAVIOUR.3=Extreme §c[-]

option.LIGHTSHAFT_SMOKE=§eLight Shaft Smoke§r
option.LIGHTSHAFT_SMOKE.comment=Adds volumetric smoke to the light shafts. §c[-]§r This effect can severely impact performance.

option.SPECIAL_PALE_GARDEN_LIGHTSHAFTS=Special Pale Garden Shafts
option.SPECIAL_PALE_GARDEN_LIGHTSHAFTS.comment=Makes light shafts look extra spicy in the "Pale Garden" biome.

option.LIGHTSHAFT_DAY_I=Light Shaft Day Multiplier
option.LIGHTSHAFT_NIGHT_I=Light Shaft Night Multiplier
option.LIGHTSHAFT_RAIN_I=Light Shaft Rain Multiplier

option.LIGHTSHAFT_SUNSET_SATURATION=Light Shaft Sunset Color
option.LIGHTSHAFT_SUNSET_SATURATION.comment=Adjusts the extra color saturation given to the color of light shafts at sunrise and sunset times. Higher values are going to produce a red-ish orange, while lower values are going to shift it towards yellow.

option.CLOUD_STYLE_DEFINE=Cloud Style
option.CLOUD_STYLE_DEFINE.comment=Determines the style of clouds. §e[*]§r "Set by Style" means that the setting will be automatically determined by the "Visual Style" setting in the main menu of Shader Options. §e[*]§r The "Vanilla" style requires clouds to be enabled in Video Settings.
value.CLOUD_STYLE_DEFINE.-1=Set by Style
value.CLOUD_STYLE_DEFINE.0=OFF
value.CLOUD_STYLE_DEFINE.1=Reimagined
value.CLOUD_STYLE_DEFINE.3=Unbound
value.CLOUD_STYLE_DEFINE.50=Vanilla §e[*]

option.CLOUD_SHADOWS=Cloud Shadows
option.CLOUD_SHADOWS.comment=Enables shadows that are cast from the clouds. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles. §e[*]§r Cloud shadows will be randomly generated if Cloud Style is set to "Unbound", because of the extra complexity of Unbound clouds.

option.CLOUD_CLOSED_AREA_CHECK=Prevent Clouds in Interiors
option.CLOUD_CLOSED_AREA_CHECK.comment=Does additional checks to remove clouds in closed areas. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles. §e[*]§r This setting will be disabled if "Real-Time Shadows" is OFF.

option.CLOUD_ALT1=Cloud Altitude §e[*]§r
option.CLOUD_ALT1.comment=Determines the world height which the clouds will appear at. §e[*]§r This setting can be internally increased or decreased depending on your dimension settings and mods. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles.

option.CLOUD_SPEED_MULT=Cloud Speed
option.CLOUD_SPEED_MULT.comment=Determines how fast the clouds are going to move. "Synced to World Time" setting uses Minecraft world time to advance the cloud positions; this allows for clouds to appear the same between players in the same server. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles.
value.CLOUD_SPEED_MULT.100=Synced to World Time

option.CLOUD_R=Cloud Red Multiplier
option.CLOUD_G=Cloud Green Multiplier
option.CLOUD_B=Cloud Blue Multiplier

option.CLOUD_UNBOUND_AMOUNT=Cloud Amount
option.CLOUD_UNBOUND_AMOUNT.comment=Adjusts the amount of Unbound clouds.

option.CLOUD_UNBOUND_SIZE_MULT=Cloud Smallness §c[-]§r
option.CLOUD_UNBOUND_SIZE_MULT.comment=Adjusts the size of Unbound clouds. Higher values produce smaller clouds. §c[-]§r Changing this setting will disable the "sync clouds between players in the same server" feature of Complementary.

option.CLOUD_UNBOUND_RAIN_ADD=Rain Cloud Addition
option.CLOUD_UNBOUND_RAIN_ADD.comment=Adjusts the cloud amount increase that gets applied during rain/snow.
prefix.CLOUD_UNBOUND_RAIN_ADD=+

option.DOUBLE_REIM_CLOUDS=Double Reimagined Clouds
option.DOUBLE_REIM_CLOUDS.comment=Enables a secondary Reimagined cloud layer. §e[*]§r This setting only works with the "Reimagined" Cloud Style.

option.CLOUD_ALT2=Cloud Layer 2 Altitude
option.CLOUD_ALT2.comment=Determines the world height which the second layer clouds will appear at. §e[*]§r This setting only works when the "Double Reimagined Clouds" option is enabled with the "Reimagined" Cloud Style.

option.NETHER_STORM=§eNether Storm§r
option.NETHER_STORM.comment=Adds a smoke-like volumetric effect to the Nether dimension. §c[-]§r This effect can impact performance.

option.NETHER_STORM_I=Nether Storm Opacity
option.NETHER_STORM_I.comment=Adjusts the opacity of the Nether Storm.

option.NETHER_STORM_LOWER_ALT=Nether Storm Lower Altitude
option.NETHER_STORM_LOWER_ALT.comment=Determines the lower starting point of the Nether Storm. The Nether Storm won't appear below this altitude, and it will look the most bright right above this altitude.

option.NETHER_STORM_HEIGHT=Nether Storm Height
option.NETHER_STORM_HEIGHT.comment=Determines how tall the Nether Storm will form. Decrasing this value will result in the Nether Storm gathering near the "Nether Storm Lower Altitude".

option.NETHER_VIEW_LIMIT=§eNether View Limit§r
option.NETHER_VIEW_LIMIT.comment=Determines the maximum distance that the fog allows to be visible in the Nether. §c[-]§r Increasing this setting can impact performance when "Nether Storm" is enabled.
value.NETHER_VIEW_LIMIT.96.0=6 Chunks
value.NETHER_VIEW_LIMIT.112.0=7 Chunks
value.NETHER_VIEW_LIMIT.128.0=8 Chunks
value.NETHER_VIEW_LIMIT.160.0=10 Chunks
value.NETHER_VIEW_LIMIT.192.0=12 Chunks
value.NETHER_VIEW_LIMIT.224.0=14 Chunks
value.NETHER_VIEW_LIMIT.256.0=16 Chunks
value.NETHER_VIEW_LIMIT.320.0=20 Chunks
value.NETHER_VIEW_LIMIT.384.0=24 Chunks
value.NETHER_VIEW_LIMIT.512.0=32 Chunks §c[-]
value.NETHER_VIEW_LIMIT.768.0=48 Chunks §c[-]
value.NETHER_VIEW_LIMIT.1024.0=64 Chunks §c[-]
value.NETHER_VIEW_LIMIT.99999.0=Limitless §c[-]

option.NETHER_COLOR_MODE=Color Mode
option.NETHER_COLOR_MODE.comment=Determines how the ambience colors will be handled in the Nether. Constant: Colors won't change between biomes. Biome Based: Colors will change depending on the biome. Biome Based (Modified): Biome based, but the colors have been rebalanced to better suit the default visual direction of Complementary.
value.NETHER_COLOR_MODE.3=Biome Based (Modified)
value.NETHER_COLOR_MODE.2=Biome Based
value.NETHER_COLOR_MODE.0=Constant

option.END_BEAM_INTENSITY=End Beams Intensity
option.END_BEAM_INTENSITY.comment=Adjusts the brightness of the beams seen in the End dimension.

option.END_STAR_INTENSITY=End Stars Intensity
option.END_STAR_INTENSITY.comment=Adjusts the brightness of the stars seen in the End dimension.

option.END_FLASHES=End Flashes
option.END_FLASHES.comment=Enables support for the "End flash" environmental feature that was added in Minecraft 1.21.9. The intensity of the flashes in the sky are directly tied to the intensity of End Beams.

option.END_BEAM_CENTER_ALT=End Beams Center Altitude
option.END_BEAM_CENTER_ALT.comment=Adjusts the altitude the End Beams will be centered at the y-level of the world.

option.END_BEAM_HEIGHT=End Beams Height
option.END_BEAM_HEIGHT.comment=Adjusts the physical tallness of the End Beams.

option.TM_EXPOSURE=General Brightness
option.TM_EXPOSURE.comment=Also known as "Tonemap Exposure". Adjusts the overall brightness of the whole image.

option.TM_WHITE_CURVE=White Brightness
option.TM_WHITE_CURVE.comment=Also known as "Tonemap White Curve". Adjusts how easily the colors reach to full white.

option.T_UPPER_CURVE=Contrast of Brighter Colors
option.T_UPPER_CURVE.comment=Also known as "Tonemap Upper Curve". Adjusts contrast of brighter colors.

option.T_LOWER_CURVE=Contrast of Darker Colors
option.T_LOWER_CURVE.comment=Also known as "Tonemap Lower Curve". Adjusts contrast of darker colors.

option.TM_CONTRAST=General Contrast
option.TM_CONTRAST.comment=Adjusts the darkness of dark colors and brightness of bright colors.

option.T_SATURATION=Saturation
option.T_SATURATION.comment=Adjusts overall colorfulness of the image.

option.T_VIBRANCE=Saturation of Paler Colors
option.T_VIBRANCE.comment=Also known as "Vibrance". Adjusts the colorfulness of the image, but already colorful pixels are less affected.

option.TM_DARK_DESATURATION=Darkness Desaturation
option.TM_DARK_DESATURATION.comment=Adjusts the amount of color-dulling effect that is going to be applied to darker areas.

option.TM_WHITE_PATH=White Reachability
option.TM_WHITE_PATH.comment=Adjusts how easy brighter colors reach to white.

option.COLORGRADING=§eColor Grading
option.COLORGRADING.comment=Enables settings to freely mix up the final color channels.
option.GR_RR=Red to Red
option.GR_RG=Red to Green
option.GR_RB=Red to Blue
option.GR_RC=Red Curve
option.GR_GR=Green to Red
option.GR_GG=Green to Green
option.GR_GB=Green to Blue
option.GR_GC=Green Curve
option.GR_BR=Blue to Red
option.GR_BG=Blue to Green
option.GR_BB=Blue to Blue
option.GR_BC=Blue Curve

option.WATER_STYLE_DEFINE=Water Style
option.WATER_STYLE_DEFINE.comment=Determines the style of water. §e[*]§r "Set by Style" means that the setting will be automatically determined by the "Visual Style" setting in the main menu of Shader Options.
value.WATER_STYLE_DEFINE.-1=Set by Style
value.WATER_STYLE_DEFINE.1=Reimagined
value.WATER_STYLE_DEFINE.2=Reimagined + Waves
value.WATER_STYLE_DEFINE.3=Unbound

option.WATER_CAUSTIC_STYLE_DEFINE=Water Caustic Style
option.WATER_CAUSTIC_STYLE_DEFINE.comment=Determines the style of water shadows, also known as water caustics.
value.WATER_CAUSTIC_STYLE_DEFINE.-1=Same as Water
value.WATER_CAUSTIC_STYLE_DEFINE.1=Reimagined
value.WATER_CAUSTIC_STYLE_DEFINE.3=Unbound

option.WATER_REFRACTION_INTENSITY=Water Refraction Intensity §e[*]§r
option.WATER_REFRACTION_INTENSITY.comment=Adjusts the intensity of water refraction and underwater distortion. §e[*]§r This setting only fully works when Detail Quality is set to "High", or else it will only affect the subtle underwater distortion.

option.WATER_FOAM_I=Water Foam Intensity
option.WATER_FOAM_I.comment=Determines the opacity of foam seen on water edges. §e[*]§r This setting only works when Detail Quality is set to Medium or higher.

option.WATER_ALPHA_MULT=Water Opacity Factor
option.WATER_ALPHA_MULT.comment=Adjusts how opaque the water looks. §c[-]§r Extreme values will break the balance of water lighting. §e[*]§r This setting only works when Detail Quality is set to Medium or higher.

option.WATER_FOG_MULT=Water Fog Factor
option.WATER_FOG_MULT.comment=Adjusts how close the water fog looks. Higher values provide closer fog. §c[-]§r Extreme values will break the balance of water lighting.

option.WATERCOLOR_R=Water Surface Red Multiplier
option.WATERCOLOR_G=Water Surface Green Multiplier
option.WATERCOLOR_B=Water Surface Blue Multiplier

option.WATERCOLOR_MODE=Color Mode
option.WATERCOLOR_MODE.comment=Determines how the water color will be handled. Constant: Water colors won't change between biomes. Biome Based: Color will change depending on the biome. Biome Based (Clamped): Biome based, but prevents the surface color from getting weird in certain biomes. §e[*]§r This setting won't work correctly on Minecraft versions below 1.13.
value.WATERCOLOR_MODE.3=Biome Based (Clamped)
value.WATERCOLOR_MODE.2=Biome Based
value.WATERCOLOR_MODE.0=Constant

option.BRIGHT_CAVE_WATER=Brighter Shallow/Cave Water
option.BRIGHT_CAVE_WATER.comment=Makes shallow water or water in closed areas brighter to improve visibility in caves, and add some color detail to the shallow parts of oceans. §e[*]§r This effect won't work if Water Opacity Factor is set higher than 199 for technical reasons.

option.UNDERWATERCOLOR_R=Underwater Red Multiplier
option.UNDERWATERCOLOR_G=Underwater Green Multiplier
option.UNDERWATERCOLOR_B=Underwater Blue Multiplier

option.WATER_BUMPINESS=Wave Strength
option.WATER_BUMPINESS.comment=Adjusts the intensity of surface-direction waves (normals) seen on water.

option.WATER_BUMP_SMALL=Wave Strength - Small Waves
option.WATER_BUMP_SMALL.comment=Adjusts the intensity of waves that are smaller than others.

option.WATER_BUMP_MED=Wave Strength - Medium Waves
option.WATER_BUMP_MED.comment=Adjusts the intensity of waves that are average-sized compared to others.

option.WATER_BUMP_BIG=Wave Strength - Large Waves
option.WATER_BUMP_BIG.comment=Adjusts the intensity of waves that are larger than others.

option.WATER_SPEED_MULT=Wave Speed
option.WATER_SPEED_MULT.comment=Adjusts the movement speed of surface-direction waves (normals) seen on water.

option.WATER_SIZE_MULT=Wave Size
option.WATER_SIZE_MULT.comment=Adjusts how big the surface-direction waves (normals) look on water.

option.SUN_ANGLE=Sun/Moon Angle
option.SUN_ANGLE.comment=Adjusts the angle of sun/moon relative to the world during noon. §a[+]§r Reimagined's lighting model is specially designed to make the "0" sun angle work just as well as others.
value.SUN_ANGLE.-1=Set by Style
value.SUN_ANGLE.60=60
value.SUN_ANGLE.55=55
value.SUN_ANGLE.50=50
value.SUN_ANGLE.45=45
value.SUN_ANGLE.40=40
value.SUN_ANGLE.35=35
value.SUN_ANGLE.30=30
value.SUN_ANGLE.25=25
value.SUN_ANGLE.20=20
value.SUN_ANGLE.15=15
value.SUN_ANGLE.10=10
value.SUN_ANGLE.5=5
value.SUN_ANGLE.0=0 §r(§bReimagined§r)
value.SUN_ANGLE.-5=-5
value.SUN_ANGLE.-10=-10
value.SUN_ANGLE.-15=-15
value.SUN_ANGLE.-20=-20
value.SUN_ANGLE.-25=-25
value.SUN_ANGLE.-30=-30
value.SUN_ANGLE.-35=-35
value.SUN_ANGLE.-40=-40 §r(§dUnbound§r)
value.SUN_ANGLE.-45=-45
value.SUN_ANGLE.-50=-50
value.SUN_ANGLE.-55=-55
value.SUN_ANGLE.-60=-60

option.SUN_MOON_STYLE_DEFINE=Sun/Moon Style
option.SUN_MOON_STYLE_DEFINE.comment=Determines the style of sun/moon. §e[*]§r This setting might interact incorrectly with some resource packs due to the limitations of sun/moon/skybox differentiation.
value.SUN_MOON_STYLE_DEFINE.-1=Set by Style
value.SUN_MOON_STYLE_DEFINE.1=Reimagined
value.SUN_MOON_STYLE_DEFINE.2=Unbound
value.SUN_MOON_STYLE_DEFINE.3=Unbound - Smaller

option.SUN_MOON_HORIZON=Sun/Moon Horizon
option.SUN_MOON_HORIZON.comment=Prevents the sun/moon from appearing below the horizon line.

option.SUN_MOON_DURING_RAIN=Sun/Moon During Rain. §e[*]§r
option.SUN_MOON_DURING_RAIN.comment=Determines if the sun and moon will be visible during rain or not. §e[*]§r This setting also changes the balance of lighting during rain.

option.IMPROVED_RAIN_DEFINE=Improved Weather Textures
option.IMPROVED_RAIN_DEFINE.comment=Enables improved weather texture handling that allows for better colors and also fixes the Minecraft bug where rain/snow isn't visible behind colored or modified glass.
value.IMPROVED_RAIN_DEFINE.0=OFF
value.IMPROVED_RAIN_DEFINE.1=ON

option.NIGHT_STAR_AMOUNT=Night Star Amount
option.NIGHT_STAR_AMOUNT.comment=Determines the amount of stars in the night sky.
value.NIGHT_STAR_AMOUNT.0=Off
value.NIGHT_STAR_AMOUNT.1=Low
value.NIGHT_STAR_AMOUNT.2=Medium
value.NIGHT_STAR_AMOUNT.3=High
value.NIGHT_STAR_AMOUNT.4=Very High

option.RAINBOWS=Rainbows
option.RAINBOWS.comment=Enables rainbows that appear at the opposite side of the sun during the morning/evening.
value.RAINBOWS.0=OFF
value.RAINBOWS.1=After Rain
value.RAINBOWS.3=Always

option.RAINBOW_STYLE_DEFINE=Rainbow Style
option.RAINBOW_STYLE_DEFINE.comment=Determines the style of rainbows. §e[*]§r "Set by Style" means that the setting will be automatically determined by the "Visual Style" setting in the main menu of Shader Options.
value.RAINBOW_STYLE_DEFINE.-1=Set by Style
value.RAINBOW_STYLE_DEFINE.1=Reimagined
value.RAINBOW_STYLE_DEFINE.4=Unbound

option.AURORA_STYLE_DEFINE=Aurora Borealis Style
option.AURORA_STYLE_DEFINE.comment=Determines the style of northern lights that appear in the night sky.
value.AURORA_STYLE_DEFINE.-1=Set by Style
value.AURORA_STYLE_DEFINE.0=OFF
value.AURORA_STYLE_DEFINE.1=Reimagined
value.AURORA_STYLE_DEFINE.2=Unbound

option.AURORA_CONDITION=Aurora C.
option.AURORA_CONDITION.comment=Aurora Condition setting determines the condition(s) for the Aurora Borealis to appear. §e[*]§r Aurora Borealis will only appear during night regardless of this setting
value.AURORA_CONDITION.-1=Always Except New Moon
value.AURORA_CONDITION.0=Every Night
value.AURORA_CONDITION.1=Full Moon
value.AURORA_CONDITION.2=Snowy Biome
value.AURORA_CONDITION.3=Full Moon in Snowy Biome
value.AURORA_CONDITION.4=Full Moon or Snowy Biome

option.NIGHT_NEBULAE=§eNight Nebulae§r
option.NIGHT_NEBULAE.comment=Adds galaxy-style nebulae to the night sky. The nebulae are procedurally generated, and they will look different every night. §c[-]§r This effect can impact performance. §e[*]§r "Nebulae" isn't a typo, it's the plural of Nebula =D
value.NIGHT_NEBULAE.-1=OFF
value.NIGHT_NEBULAE.1=§eON

option.NIGHT_NEBULA_I=Night Nebula Brightness
option.NIGHT_NEBULA_I.comment=Adjusts the brightness of Night Nebulae.

option.RAIN_STYLE=Rainy Weather Style
option.RAIN_STYLE.comment=Determines the style of rainy weather.
value.RAIN_STYLE.1=Light & Warmer
value.RAIN_STYLE.2=Heavy & Colder

option.SPECIAL_BIOME_WEATHER=Special Cold/Dry Weather
option.SPECIAL_BIOME_WEATHER.comment=Changes the atmosphere balance in cold and dry biomes to make things feel like a snowstorm or sandstorm.

option.WEATHER_TEX_OPACITY=Weather Texture Opacity
option.WEATHER_TEX_OPACITY.comment=Adjusts the opacity of the rainfall/snowfall weather textures.

option.SHADOW_SMOOTHING=§eShadow Smoothing§r
option.SHADOW_SMOOTHING.comment=Determines the sharpness of shadows. §c[-]§r Lowering this setting will increase shadow flickering and impact performance. §e[*]§r This setting only works if "Real-Time Shadows" is set to Low or higher.
value.SHADOW_SMOOTHING.4=§aVery Smooth
value.SHADOW_SMOOTHING.3=§aSmooth
value.SHADOW_SMOOTHING.2=§cSharp [-]
value.SHADOW_SMOOTHING.1=§cVery Sharp [-]

option.PIXELATED_SHADOWS=Pixelated Shadows
option.PIXELATED_SHADOWS.comment=Makes shadows cast from the sun and moon look pixelated.

option.PIXELATED_BLOCKLIGHT=Pixelated Blocklight
option.PIXELATED_BLOCKLIGHT.comment=Makes the lighting cast by light source blocks look pixelated.

option.PIXELATED_AO=Pixelated Edge Shadows
option.PIXELATED_AO.comment=Makes Minecraft's vanilla ambient occlusion look pixelated.

option.PIXEL_SCALE=Pixelation Scale
option.PIXEL_SCALE.comment=Scaling done on the textures resolution.
value.PIXEL_SCALE.-2=0.25x
value.PIXEL_SCALE.-1=0.5x
value.PIXEL_SCALE.1=1x
value.PIXEL_SCALE.2=2x
value.PIXEL_SCALE.3=4x
value.PIXEL_SCALE.4=8x
value.PIXEL_SCALE.5=16x

option.BLOOM_ENABLED=§eBloom§r
option.BLOOM_ENABLED.comment=Enables blurry glow from bright objects and humidity. §c[-]§r This effect can impact performance.
value.BLOOM_ENABLED.-1=OFF
value.BLOOM_ENABLED.1=§eON

option.BLOOM_STRENGTH=Bloom Strength
option.BLOOM_STRENGTH.comment=Determines the intensity of glow on bright things, and the bloom from rain/cave humidity. §c[-]§r Too much bloom will cause the image to get blurrier and brighter than intended, especially in humid conditions.
value.BLOOM_STRENGTH.0.027=15%
value.BLOOM_STRENGTH.0.036=20%
value.BLOOM_STRENGTH.0.045=25%
value.BLOOM_STRENGTH.0.054=30%
value.BLOOM_STRENGTH.0.063=35%
value.BLOOM_STRENGTH.0.072=40%
value.BLOOM_STRENGTH.0.081=45%
value.BLOOM_STRENGTH.0.09=50%
value.BLOOM_STRENGTH.0.10=55%
value.BLOOM_STRENGTH.0.11=60%
value.BLOOM_STRENGTH.0.12=65%
value.BLOOM_STRENGTH.0.13=70%
value.BLOOM_STRENGTH.0.14=75%
value.BLOOM_STRENGTH.0.15=80% §c[-]
value.BLOOM_STRENGTH.0.16=85% §c[-]
value.BLOOM_STRENGTH.0.17=90% §c[-]
value.BLOOM_STRENGTH.0.18=95% §c[-]
value.BLOOM_STRENGTH.0.19=100% §c[-]
value.BLOOM_STRENGTH.0.21=110% §c[-]
value.BLOOM_STRENGTH.0.23=120% §c[-]
value.BLOOM_STRENGTH.0.25=130% §c[-]
value.BLOOM_STRENGTH.0.28=150% §c[-]
value.BLOOM_STRENGTH.0.32=180% §c[-]
value.BLOOM_STRENGTH.10.00=§cInsane

option.IMAGE_SHARPENING=Image Sharpening
option.IMAGE_SHARPENING.comment=Makes the image sharper using a filter. §c[-]§r Too much sharpening might cause visual artifacts like aliasing, flickering, noise, and subtle brightness changes.
value.IMAGE_SHARPENING.0=OFF
value.IMAGE_SHARPENING.1=1x
value.IMAGE_SHARPENING.2=2x
value.IMAGE_SHARPENING.3=3x
value.IMAGE_SHARPENING.4=4x
value.IMAGE_SHARPENING.5=5x
value.IMAGE_SHARPENING.6=6x §c[-]
value.IMAGE_SHARPENING.7=7x §c[-]
value.IMAGE_SHARPENING.8=8x §c[-]
value.IMAGE_SHARPENING.9=9x §c[-]
value.IMAGE_SHARPENING.10=10x §c[-]

option.LENSFLARE_MODE=§eLens Flare§r
option.LENSFLARE_MODE.comment=Adds camera lens reflection effect when towards the sun or moon. §c[-]§r This effect can severely impact performance.
value.LENSFLARE_MODE.0=OFF
value.LENSFLARE_MODE.1=§cSun Only
value.LENSFLARE_MODE.2=§cSun & Moon

option.LENSFLARE_I=Lens Flare Intensity
option.LENSFLARE_I.comment=Adjusts the strength of the Lens Flare effect.

option.TAA_MODE=§eTemporal Filtering§r
option.TAA_MODE.comment=Enables temporal anti aliasing which helps smooth out grainy effects, improves performance by reducing the sample counts of some heavier effects, and can reduce aliasing with the right settings. §c[-]§r: Turning this off will cause worse performance and worse effect quality.
value.TAA_MODE.0=§cOFF [-]
value.TAA_MODE.1=ON §a[+]

option.TAA_SMOOTHING=Temporal Smoothing
option.TAA_SMOOTHING.comment=Adjusts the amount of smoothing that the Temporal Filter will apply. Higher values produce a blurrier image but reduce flickering and graining. The difference won't be noticeable when standing still.
value.TAA_SMOOTHING.2=Low
value.TAA_SMOOTHING.3=Medium
value.TAA_SMOOTHING.4=High

option.TAA_JITTER=Temporal Jitter §e[*]§r
option.TAA_JITTER.comment=Jittering helps the Temporal Filter to better anti-aliase the image, but has some drawbacks. §e[*]§r Higher values will improve anti-aliasing, but will also cause a lot of flickering and blur at the same time. §e[*]§r High Temporal Smoothing is recommended with Full jitter. §c[-]§r Turning jitter off will eliminate anti-aliasing benefits.
value.TAA_JITTER.0=OFF §c[-]
value.TAA_JITTER.1=Low
value.TAA_JITTER.2=Medium
value.TAA_JITTER.3=Full §e[*]

option.TAA_MOVEMENT_IMPROVEMENT_FILTER=Catmull-Rom Sampling
option.TAA_MOVEMENT_IMPROVEMENT_FILTER.comment=Reduces the blurriness of Temporal Filter by using a more advanced sampling method.
value.TAA_MOVEMENT_IMPROVEMENT_FILTER.0=OFF §c[-]
value.TAA_MOVEMENT_IMPROVEMENT_FILTER.1=ON

option.FXAA_STRENGTH=FXAA Strength
option.FXAA_STRENGTH.comment=Adjusts the intensity of the FXAA effect. Higher values will produce better anti-aliasing at the cost of a blurrier image.
value.FXAA_STRENGTH.-1=OFF

option.FXAA_TAA_INTERACTION=Reduce FXAA While Moving
option.FXAA_TAA_INTERACTION.comment=Reduces the strength of FXAA when the camera is moving. Higher values produce a sharper image but also produce more flickering.
value.FXAA_TAA_INTERACTION.0=OFF
value.FXAA_TAA_INTERACTION.2=20
value.FXAA_TAA_INTERACTION.4=40
value.FXAA_TAA_INTERACTION.6=60
value.FXAA_TAA_INTERACTION.8=80
value.FXAA_TAA_INTERACTION.10=100

option.DISTANT_LIGHT_BOKEH=Distant Light Bokeh
option.DISTANT_LIGHT_BOKEH.comment=Makes distant light sources look scattered by applying a single pixel blur in the distance. §a[+]§r This effect benefits from IntegratedPBR+ (optional) by adjusting distant light sources for better looks.

option.MOTION_BLUR_EFFECT=§eMotion Blur§r
option.MOTION_BLUR_EFFECT.comment=Applies blur to the image when moving the camera. §c[-]§r This effect can impact performance.
value.MOTION_BLUR_EFFECT.-1=OFF
value.MOTION_BLUR_EFFECT.1=§eON

option.MOTION_BLURRING_STRENGTH=Motion Blur Strength
option.MOTION_BLURRING_STRENGTH.comment=Adjusts the intensity of motion blur.

option.WORLD_BLUR=§eWorld Blur§r
option.WORLD_BLUR.comment=Enables world blurring. Distance Blur: Blur gets applied like fog, depending on the distance from the camera. Depth of Field: Blurring happens depending on the focus point of the camera. §c[-]§r This effect can severely impact performance.
value.WORLD_BLUR.0=§aOFF
value.WORLD_BLUR.1=§cDistance Blur
value.WORLD_BLUR.2=§cDepth of Field

option.WB_FOV_SCALED=FOV Scaled Blur
option.WB_FOV_SCALED.comment=Scales World Blur to the camera Field of View. World Blur will get more intense if you zoom in with this enabled.

option.WB_CHROMATIC=Chromatic Blur
option.WB_CHROMATIC.comment=Applies chromatic aberration to the blurry areas, separating different colors in blurred areas.

option.WB_ANAMORPHIC=Anamorphic Blur
option.WB_ANAMORPHIC.comment=Stretches the blur in one direction. §c[-]§r This option can reduce the quality of the World Blur

option.WB_DOF_I=Depth of Field Strength
option.WB_DOF_FOCUS=Depth of Field Focus
option.WB_DOF_FOCUS.comment=Determines the focus distance of the camera. Automatic: The focus point will be adjusted according to the center point of the screen. Brightness: The focus point will be determined by the "Brightness" slider in Video Settings.
value.WB_DOF_FOCUS.-1=Brightness §e[*]
value.WB_DOF_FOCUS.0=Automatic

option.WB_DB_DAY_I=Dis. Blur - Day
option.WB_DB_NIGHT_I=Dis. Blur - Night & Interiors
option.WB_DB_RAIN_I=Dis. Blur - Rain & Snow
option.WB_DB_WATER_I=Dis. Blur - Underwater
option.WB_DB_NETHER_I=Dis. Blur - The Nether
option.WB_DB_END_I=Dis. Blur - The End

option.VIGNETTE_R=Vignette
option.VIGNETTE_R.comment=Applies darkening around the edges of the screen.

option.CHROMA_ABERRATION=Chromatic Aberration
option.CHROMA_ABERRATION.comment=Separates different colors towards the edges of the screen. §c[-]§r Chromatic Aberration can cause the image to feel blurry; high values aren't recommended for gameplay.
value.CHROMA_ABERRATION.4=4 §c[-]
value.CHROMA_ABERRATION.5=5 §c[-]
value.CHROMA_ABERRATION.6=6 §c[-]
value.CHROMA_ABERRATION.7=7 §c[-]
value.CHROMA_ABERRATION.8=8 §c[-]

option.IPBR_EMISSIVE_MODE=IPBR+ Emissive Mode
option.IPBR_EMISSIVE_MODE.comment=Determines the handling of emissives within IntegratedPBR+. Choosing the labPBR or seuspbr options allow compatible resource packs to completely override IPBR+ emissives on blocks that have specular textures attached to them. §c[-]§r It's not recommended to change this setting unless you know what you are doing.
value.IPBR_EMISSIVE_MODE.1=IPBR+ Only
value.IPBR_EMISSIVE_MODE.3=labPBR > IPBR+
value.IPBR_EMISSIVE_MODE.2=seuspbr > IPBR+

option.IPBR_COMPAT_MODE_DEFINE=IPBR+ Compatibility Mode
option.IPBR_COMPAT_MODE_DEFINE.comment=Changes how some IPBR+ features are calculated to be less aggressive in order to cause less problems with resource packs, or mods.

option.IPBR_PARTICLE_FEATURES=IPBR+ Particle Features
option.IPBR_PARTICLE_FEATURES.comment=Enables several features for particles, including things like glowing lava particles and better-colored water particles.

option.FANCY_GLASS=Improved Glass
option.FANCY_GLASS.comment=Improves the regular glass by adding a translucent layer to it. §c[-]§r Does not work on older Iris versions. §e[*]§r RP Support option must be set to Integrated PBR+.

option.GREEN_SCREEN_LIME=Green Screen Lime Blocks
option.GREEN_SCREEN_LIME.comment=Turns "Lime Concrete", "Lime Wool", and "Lime Carpet" into green screens for video editing. Tip 1: Turn off "Bloom" option to improve separation. Tip 2: Put lights under lime carpets for lighting. Tip 3: You can turn off Anti-Aliasing (FXAA) and set Detail Quality to Potato in Performance Settings to disable all filtering and get pixel-perfect separation.

option.MIRROR_TINTED_GLASS=Mirror-like Tinted Glass
option.MIRROR_TINTED_GLASS.comment=Increases the reflectiveness and opacity of Tinted Glass blocks. Enable World-Space Reflections for best results.

option.MORE_REFLECTIVE_DISTANT_GLASS=More Reflective Distant Glass
option.MORE_REFLECTIVE_DISTANT_GLASS.comment=Increases the reflectiveness and opacity of distant glass to make buildings with glass windows look nicer.

option.HIDE_ARMOR=Hide Armor §e[*]§r
option.HIDE_ARMOR.comment=Hides the armor and elytra worn by the player or all entities. Elytra is only shown while flying. §e[*]§r This setting only works on Iris. §e[*]§r The "On Main Player" option can look messy if other entities wearing armor get very close to the main player.
value.HIDE_ARMOR.0=OFF
value.HIDE_ARMOR.1=On Main Player §e[*]§r
value.HIDE_ARMOR.2=On All Entities

option.HAND_SWAYING=Hand Sway
option.HAND_SWAYING.comment=Adds slow movement to the player hand to simulate a breathing animation.
value.HAND_SWAYING.0=OFF
value.HAND_SWAYING.1=Subtle
value.HAND_SWAYING.2=Normal
value.HAND_SWAYING.3=Intense

option.LESS_LAVA_FOG=Less Fog Inside Lava or Snow
option.LESS_LAVA_FOG.comment=Reduces the lava fog and powder snow fog to improve visibility inside them.

option.REDUCE_CLOSE_PARTICLES=Reduce Close-up Particles
option.REDUCE_CLOSE_PARTICLES.comment=Reduces the opacity of particles that are close to the camera to improve visibility.

option.SNOWY_WORLD=Snowy World
option.SNOWY_WORLD.comment=Makes the entire world covered with snow.

option.SHOW_LIGHT_LEVEL=Show Light Levels
option.SHOW_LIGHT_LEVEL.comment=In Overworld: Yellow means mobs can spawn during night time, red means mobs can spawn anytime. In Nether or End: Yellow means some mobs can spawn, red means all mobs can spawn. §e[*]§r Disable Smooth Lighting for precise results.
value.SHOW_LIGHT_LEVEL.0=OFF
value.SHOW_LIGHT_LEVEL.1=Hold Spider Eye
value.SHOW_LIGHT_LEVEL.2=Hold Light Source
value.SHOW_LIGHT_LEVEL.3=Always ON

option.COLOR_CODED_PROGRAMS=Color Coded Programs §c[-]§r
option.COLOR_CODED_PROGRAMS.comment=Shows which shader programs are being used to render geometry. §c[-]§r This option is only for development purposes and shouldn't be used for gameplay. §e[*]§r Color values can be found in the shader pack files: shaders/lib/misc/colorCodedPrograms.glsl

option.GLOWING_COLORED_PARTICLES=Force Glowing Particles §c[-]§r
option.GLOWING_COLORED_PARTICLES.comment=Makes all particles that are technically "colored" turn emissive. §c[-]§r This option isn't recommended for general gameplay as it makes a lot of particles glow when they are made of materials that shouldn't glow at all.

option.CAVE_LIGHTING=Cave Lighting Multiplier
option.CAVE_LIGHTING.comment=Adds extra lighting to areas that don't have skylight. §e[*]§r Cave lighting is also affected by the "Brightness" slider in Video Settings. §c[-]§r Drastically changing this setting can break the lighting balance.

option.AMBIENT_MULT=Shadow Light Multiplier
option.AMBIENT_MULT.comment=Determines the amount of ambient lighting seen in shadows. §c[-]§r Drastically changing this setting can break the lighting balance.

option.PLAYER_SHADOW=Player Shadow §e[*]§r
option.PLAYER_SHADOW.comment=Determines if the player will cast a shadow or not. §e[*]§r This setting only fully works on Iris. §e[*]§r This setting will be disabled if "Real-Time Shadows" is OFF.
value.PLAYER_SHADOW.-1=OFF
value.PLAYER_SHADOW.1=ON

option.GENERATED_NORMALS=Generated Normals
option.GENERATED_NORMALS.comment=Adds auto-generated bumpy details to surfaces. §e[*]§r RP Support option must be set to Integrated PBR+. §e[*]§r Can look wonky with some resource packs or mods that feature non-standard resolution textures.

option.COATED_TEXTURES=Coated Textures
option.COATED_TEXTURES.comment=Adds auto-generated dusty details to textures. §e[*]§r RP Support option must be set to Integrated PBR+. §e[*]§r Can look wonky with some resource packs or mods that feature non-standard resolution textures.

option.ENTITY_GN_AND_CT=Allow GN & CT on Entities
option.ENTITY_GN_AND_CT.comment=Decides if Generated Normals and Coated Textures can appear on entities. §e[*]§r This won't enable GN or CT on entities if the main GN or CT options are disabled.

option.GENERATED_NORMAL_MULT=Generated Normal Strength
option.GENERATED_NORMAL_MULT.comment=Adjusts the strength of auto-generated bumpy details on surfaces.

option.GENERATED_NORMAL_RES=Generated Normal Resolution
option.GENERATED_NORMAL_RES.comment=Adjusts the resolution/size of auto-generated bumpy details on surfaces. §e[*]§r Note that the GN resolution also depends on each texture's own resolution, which means that resource packs or mods can mess up the resolution of GN on different blocks.

option.GENERATED_NORMAL_ENTITY_MULT=Gen. Normals on Entities
option.GENERATED_NORMAL_ENTITY_MULT.comment=Adjusts the strength of auto-generated bumpy details on entities.
value.GENERATED_NORMAL_ENTITY_MULT.0=Default

option.COATED_TEXTURE_MULT=Coated Texture Strength
option.COATED_TEXTURE_MULT.comment=Adjusts the strength of auto-generated dusty details on textures.

option.GLOWING_ORE_MASTER=§eEnable Glowing Ores
option.GLOWING_ORE_MASTER.comment=Enables the functionality of glowing ores. §e[*]§r Choosing "Set By Style" will only enable glowing ores if the "Visual Style" is set to "Unbound". §e[*]§r The settings below won't work if this option isn't enabled.
value.GLOWING_ORE_MASTER.0=OFF
value.GLOWING_ORE_MASTER.1=Set By Style
value.GLOWING_ORE_MASTER.2=§aON

option.GLOWING_ORE_MULT=Ore Glow Strength
option.GLOWING_ORE_MULT.comment=Determines the emission strength of glowing ores.

option.GLOWING_ORE_IRON=Glowing Iron Ore
option.GLOWING_ORE_GOLD=Glowing Gold Ore
option.GLOWING_ORE_COPPER=Glowing Copper Ore
option.GLOWING_ORE_REDSTONE=Glowing Redstone Ore §e[*]§r
option.GLOWING_ORE_REDSTONE.comment=§e[*]§r All redstone ores will still glow if they are "activated" regardless of this setting.
option.GLOWING_ORE_LAPIS=Glowing Lapis Lazuli Ore
option.GLOWING_ORE_EMERALD=Glowing Emerald Ore
option.GLOWING_ORE_DIAMOND=Glowing Diamond Ore
option.GLOWING_ORE_NETHERQUARTZ=Glowing Nether Quartz Ore
option.GLOWING_ORE_NETHERGOLD=Glowing Nether Gold Ore
option.GLOWING_ORE_GILDEDBLACKSTONE=Glowing Gilded Blackstone
option.GLOWING_ORE_ANCIENTDEBRIS=Glowing Ancient Debris
option.GLOWING_ORE_MODDED=Glowing Modded Ores §e[*]§r
option.GLOWING_ORE_MODDED.comment=§e[*]§r You can add modded ore IDs to "Complementary-->shaders-->block.properties" file in order to make them glow. You can open block.properties using any text editor like notepad, and then add modded ore block IDs next to "block.10024=".

option.GLOWING_AMETHYST=Glowing Amethyst
value.GLOWING_AMETHYST.0=OFF
value.GLOWING_AMETHYST.1=Crystal
value.GLOWING_AMETHYST.2=Crystal & Block

option.GLOWING_LICHEN=Glowing Glow Lichen
value.GLOWING_LICHEN.0=OFF
value.GLOWING_LICHEN.1=In Closed Areas
value.GLOWING_LICHEN.2=Always

option.EMISSIVE_REDSTONE_BLOCK=Glowing Redstone Block

option.EMISSIVE_LAPIS_BLOCK=Glowing Lapis Lazuli Block

option.GLOWING_ARMOR_TRIM=Glowing Armor Trim §e[*]§r
option.GLOWING_ARMOR_TRIM.comment=Makes armor trims emissive. §e[*]§r This feature only works on Iris, as Optifine doesn't support armor trim detection.

option.NORMAL_MAP_STRENGTH=Normal Map Strength
option.NORMAL_MAP_STRENGTH.comment=Adjusts the strength of bumpy details on surfaces. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used.

option.CUSTOM_EMISSION_INTENSITY=Custom Emission Intensity
option.CUSTOM_EMISSION_INTENSITY.comment=Adjusts the intensity of glowing surfaces. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used.

option.POM=§eParallax Occlusion Mapping§r
option.POM.comment=Enables 3D effect on surfaces. §c[-]§r This effect can severely impact performance. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used.
value.POM.false=OFF
value.POM.true=ON §c[-]

option.POM_DEPTH=POM Depth
option.POM_DEPTH.comment=Adjusts the depth of parallax occlusion mapping. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used.

option.POM_QUALITY=§ePOM Quality§r
option.POM_QUALITY.comment=Adjusts the sharpness/accuracy of parallax occlusion mapping. §c[-]§r Values higher than 200 can severely impact performance. §e[*]§r Values lower than 100 will force "POM Lighting Mode" to "Smooth". §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used.
value.POM_QUALITY.16=16 §e[*]
value.POM_QUALITY.32=32 §e[*]
value.POM_QUALITY.64=64 §e[*]
value.POM_QUALITY.256=256 §c[-]
value.POM_QUALITY.512=512 §c[-]

option.POM_DISTANCE=§ePOM Distance§r
option.POM_DISTANCE.comment=Adjusts how far parallax occlusion mapping is calculated. §e[*]§r It's recommended to keep this value below 50 to get a small performance gain. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used.
value.POM_DISTANCE.64=64 §e[*]
value.POM_DISTANCE.128=128 §e[*]
value.POM_DISTANCE.256=256 §e[*]
value.POM_DISTANCE.512=512 §e[*]
value.POM_DISTANCE.1024=1024 §e[*]

option.POM_LIGHTING_MODE=POM Lighting Mode
option.POM_LIGHTING_MODE.comment=Adjusts the lighting style for POM-affected surfaces. Sharp: POM walls won't get light if they aren't facing towards the light. Smooth: POM walls will still get light as if they are not walls. §e[*]§r This option will be forced to "Smooth" if POM Quality is set lower than 100.
value.POM_LIGHTING_MODE.1=Smooth
value.POM_LIGHTING_MODE.2=Sharp

option.POM_ALLOW_CUTOUT=§ePOM on Cutout Surfaces §c[-]§r
option.POM_ALLOW_CUTOUT.comment=Makes POM be able to work on cutout block sections (like gaps of leaves). §c[-]§r This effect can severely impact performance.

option.DIRECTIONAL_BLOCKLIGHT=§eDirectional Blocklight§r
option.DIRECTIONAL_BLOCKLIGHT.comment=Adds depth to blocklight depending on the surface normal. §c[-]§r May cause visual artifacts in some situations. §c[-]§r This effect can impact performance. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used.
value.DIRECTIONAL_BLOCKLIGHT.0=OFF
value.DIRECTIONAL_BLOCKLIGHT.3=Subtle §c[-]
value.DIRECTIONAL_BLOCKLIGHT.7=Normal §c[-]
value.DIRECTIONAL_BLOCKLIGHT.11=Intense §c[-]

option.HELD_LIGHTING_MODE=Dynamic Handheld Lighting
option.HELD_LIGHTING_MODE.comment=Allows handheld light sources to cast light onto the scene.
value.HELD_LIGHTING_MODE.0=OFF
value.HELD_LIGHTING_MODE.1=Subtle
value.HELD_LIGHTING_MODE.2=Normal

option.BLOCKLIGHT_FLICKERING=Blocklight Flickering
option.BLOCKLIGHT_FLICKERING.comment=Adds a flickering effect to the light cast from blocks.
value.BLOCKLIGHT_FLICKERING.0=OFF

option.WAVING_SPEED=Waving Speed
option.WAVING_SPEED.comment=Adjusts how quickly the waving effects happen.

option.WAVING_I=Waving Intensity
option.WAVING_I.comment=Adjusts how much the blocks move when waving. §c[-]§r Too much waving intensity can cause waving blocks to clip in and out of other blocks.
value.WAVING_I.1.25=1.25 §c[-]
value.WAVING_I.1.50=1.50 §c[-]
value.WAVING_I.1.75=1.75 §c[-]
value.WAVING_I.2.00=2.00 §c[-]
value.WAVING_I.50.0=§cInsane

option.NO_WAVING_INDOORS=No Waving in Closed Areas
option.NO_WAVING_INDOORS.comment=Prevents blocks from waving in closed areas using skylight. §c[-]§r This setting being enabled can cause problems with some resource packs or mods.

option.WAVING_I_RAIN_MULT=§eWaving Rain Multiplier§r
option.WAVING_I_RAIN_MULT.comment=Multiplies the speed and intensity of waving during rain. §c[-]§r Too much waving intensity can cause waving blocks to clip in and out of other blocks. §c[-]§r This setting can impact performance when increased above 100.
value.WAVING_I.125=125 §c[-]
value.WAVING_I.150=150 §c[-]
value.WAVING_I.175=175 §c[-]
value.WAVING_I.200=200 §c[-]

option.WAVING_FOLIAGE=Waving Grass
option.WAVING_FOLIAGE.comment=Adds movement to grass and other similar foliage to simulate wind.

option.WAVING_LEAVES=Waving Leaves
option.WAVING_LEAVES.comment=Adds movement to leaves to simulate wind.

option.WAVING_LAVA=Waving Lava Texture
option.WAVING_LAVA.comment=Adds constant movement to lava. §e[*]§r Lava waving in particular is not affected by the "No Waving in Closed Areas" setting.

option.WAVING_LILY_PAD=Waving Lily Pad §c[-]§r
option.WAVING_LILY_PAD.comment=Adds movement to lily pads and frogspawn to simulate impact from water waves. §c[-]§r This causes lily pads on waterlogged blocks to become invisible

option.WAVING_WATER_VERTEX=Waving Water Height
option.WAVING_WATER_VERTEX.comment=Adds movement to water position to simulate wind. §e[*]§r This option is not related to the "Water Wave Strength" setting.

option.WAVING_RAIN=Waving Rain/Snow Texture
option.WAVING_RAIN.comment=Adds movement to falling rain and snow textures to make it look more dynamic.

option.SPECIAL_PORTAL_EFFECTS=Special Portal Effects
option.SPECIAL_PORTAL_EFFECTS.comment=Adds special animations and emission to Nether Portals, End Portals, and End Gateways.

option.REFLECTION_RES=§eReflection Resolution§r
option.REFLECTION_RES.comment=Changes the resolution of PBR reflections on blocks (and the world-space reflections if you have that setting enabled) to gain performance. §c[-]§r "Full" resolution reflections can impact performance way more than expected in some situations. §e[*]§r This feature does not work on Optifine.
value.REFLECTION_RES.1.0=§4§l§n§oFull
value.REFLECTION_RES.0.5=§aHalf

option.WORLD_OUTLINE=§eWorld Outline§r
option.WORLD_OUTLINE.comment=Adds bright outlines around blocks. §c[-]§r This effect can impact performance.

option.WORLD_OUTLINE_THICKNESS=§eWorld Outline Thickness§r
option.WORLD_OUTLINE_THICKNESS.comment=Determines the thickness of the World Outline effect. §c[-]§r Increasing this setting can impact performance.

option.WORLD_OUTLINE_I=World Outline Brightness
option.WORLD_OUTLINE_I.comment=Determines how intense the World Outline effect will be.

option.WORLD_OUTLINE_ON_ENTITIES=World Outline on Entities
option.WORLD_OUTLINE_ON_ENTITIES.comment=Determines if the World Outline effect will apply to entities or not. §c[-]§r This setting may not work perfectly with some custom PBR resource packs.

option.WORLD_OUTLINE_SCALED=Distance Scaled World Outline
option.WORLD_OUTLINE_SCALED.comment=Makes the size of world outline scale according to distance.

option.DARK_OUTLINE=§eDark Outline§r
option.DARK_OUTLINE.comment=Adds dark outlines around blocks. §c[-]§r This effect can impact performance.

option.DARK_OUTLINE_THICKNESS=§eDark Outline Thickness§r
option.DARK_OUTLINE_THICKNESS.comment=Determines the thickness of the Dark Outline effect. §c[-]§r Increasing this setting can impact performance.

option.RAIN_PUDDLES=§eRain Puddles§r
option.RAIN_PUDDLES.comment=Adds water puddles to the terrain during rain. §c[-]§r Rain puddles can severely impact performance.
value.RAIN_PUDDLES.0=§aOFF
value.RAIN_PUDDLES.1=§cPuddles in Rain
value.RAIN_PUDDLES.2=§cFull Coverage in Rain
value.RAIN_PUDDLES.3=§cPuddles Always
value.RAIN_PUDDLES.4=§cFull Coverage Always

option.UNDERWATER_DISTORTION=Underwater Distortion
option.UNDERWATER_DISTORTION.comment=Adds subtle refraction to the screen when the camera is inside water.

option.SELECT_OUTLINE=Selection Outline
option.SELECT_OUTLINE.comment=Determines the color of the block selection outline.
value.SELECT_OUTLINE.0=OFF
value.SELECT_OUTLINE.1=Default
value.SELECT_OUTLINE.2=Rainbow
value.SELECT_OUTLINE.3=Select Color
value.SELECT_OUTLINE.4=Versatile

option.SELECT_OUTLINE_AUTO_HIDE=Auto Hide Selection Outline
option.SELECT_OUTLINE_AUTO_HIDE.comment=Hides the block selection outline if the player isn't holding anything in their main hand.

option.SELECT_OUTLINE_I=SO Brightness
option.SELECT_OUTLINE_R=SO Red
option.SELECT_OUTLINE_G=SO Green
option.SELECT_OUTLINE_B=SO Blue

option.MOON_PHASE_INF_LIGHT=Moon Phased Night Lighting
option.MOON_PHASE_INF_LIGHT.comment=Enables different moon phases to change the night lighting brightness.

option.MOON_PHASE_INF_ATMOSPHERE=Moon Phased Night Atmosphere
option.MOON_PHASE_INF_ATMOSPHERE.comment=Enabled different moon phases to change the night atmosphere brightness.

option.MOON_PHASE_INF_REFLECTION=Moon Phased Moon Reflection
option.MOON_PHASE_INF_REFLECTION.comment=Enables different moon phases to change the brightness of moon reflections.

option.MOON_PHASE_FULL=Full Moon Intensity
option.MOON_PHASE_FULL.comment=Adjusts the moon phase influence during the Full Moon phase (brightest phase).

option.MOON_PHASE_PARTIAL=Partial Moon Intensity
option.MOON_PHASE_PARTIAL.comment=Adjusts the moon phase influence during all moon phases between Full Moon and Dark Moon. This is the phase you will see the most in Minecraft.

option.MOON_PHASE_DARK=Dark Moon Intensity
option.MOON_PHASE_DARK.comment=Adjusts the moon phase influence during New Moon (darkest phase).

option.CONNECTED_GLASS_EFFECT=Connected Glass
option.CONNECTED_GLASS_EFFECT.comment=Makes all types of glass connect to each other. §e[*]§r This feature only works if Advanced Color Tracing is on in Performance Settings and your system supports it. §e[*]§r This feature will be automatically disable itself if the "Continuity" mod is installed.

option.PORTAL_EDGE_EFFECT=Glowing Portal Edges
option.PORTAL_EDGE_EFFECT.comment=Adds an emissive border effect to end and nether portals. §e[*]§r This feature only works if Advanced Color Tracing is on in Performance Settings and your system supports it.

option.PUDDLE_VOXELIZATION=Fix Puddles Under Glass
option.PUDDLE_VOXELIZATION.comment=Prevents rain puddles from forming in closed areas with glass roofs when the Rain Puddles setting is enabled. §e[*]§r This feature only works if Advanced Color Tracing is enabled and Detail Quality is set to High or above.

option.COLORED_CANDLE_LIGHT=Colored Candle Lighting
option.COLORED_CANDLE_LIGHT.comment=Makes lights cast by candles to be the same color as their bases. §e[*]§r The desaturated candle color variants will continue to use the usual fire color.

option.COLORED_LIGHT_SATURATION=Colored Lighting Saturation
option.COLORED_LIGHT_SATURATION.comment=Adjusts how saturated the colors produced from Advanced Color Tracing will be. §e[*]§r It's not recommended to change this value, as the visuals are designed to look the most balanced with the default saturation.

option.COLORED_LIGHT_FOG=§eColored Light Fog§r
option.COLORED_LIGHT_FOG.comment=Adds volumetric blocklight fog to the scene, most visible during the night or underground. §e[*]§r This feature only works if Advanced Color Tracing is on in Performance Settings and your system supports it. §c[-]§r This effect can severely impact performance.

option.COLORED_LIGHT_FOG_I=Light Fog Intensity
option.COLORED_LIGHT_FOG_I.comment=Determines the brightness of the Colored Light Fog.

option.LIGHT_COLOR_MULTS=§eLighting Color Multipliers
option.LIGHT_COLOR_MULTS.comment=Enables customization of lighting colors that are seen on all surfaces.

option.ATM_COLOR_MULTS=§eAtmosphere Color Multipliers
option.ATM_COLOR_MULTS.comment=Enables customization of atmosphere colors that are mostly seen in the sky and fog.

option.LIGHT_MORNING_R=Lighting Red Multiplier
option.LIGHT_MORNING_G=Lighting Green Multiplier
option.LIGHT_MORNING_B=Lighting Blue Multiplier
option.LIGHT_MORNING_I=Lighting Intensity Multiplier
option.ATM_MORNING_R=Atmosphere Red Multiplier
option.ATM_MORNING_G=Atmosphere Green Multiplier
option.ATM_MORNING_B=Atmosphere Blue Multiplier
option.ATM_MORNING_I=Atmosphere Intensity Multiplier
option.LIGHT_NOON_R=Lighting Red Multiplier
option.LIGHT_NOON_G=Lighting Green Multiplier
option.LIGHT_NOON_B=Lighting Blue Multiplier
option.LIGHT_NOON_I=Lighting Intensity Multiplier
option.ATM_NOON_R=Atmosphere Red Multiplier
option.ATM_NOON_G=Atmosphere Green Multiplier
option.ATM_NOON_B=Atmosphere Blue Multiplier
option.ATM_NOON_I=Atmosphere Intensity Multiplier
option.LIGHT_NIGHT_R=Lighting Red Multiplier
option.LIGHT_NIGHT_G=Lighting Green Multiplier
option.LIGHT_NIGHT_B=Lighting Blue Multiplier
option.LIGHT_NIGHT_I=Lighting Intensity Multiplier
option.ATM_NIGHT_R=Atmosphere Red Multiplier
option.ATM_NIGHT_G=Atmosphere Green Multiplier
option.ATM_NIGHT_B=Atmosphere Blue Multiplier
option.ATM_NIGHT_I=Atmosphere Intensity Multiplier
option.LIGHT_RAIN_R=Lighting Red Multiplier
option.LIGHT_RAIN_G=Lighting Green Multiplier
option.LIGHT_RAIN_B=Lighting Blue Multiplier
option.LIGHT_RAIN_I=Lighting Intensity Multiplier
option.ATM_RAIN_R=Atmosphere Red Multiplier
option.ATM_RAIN_G=Atmosphere Green Multiplier
option.ATM_RAIN_B=Atmosphere Blue Multiplier
option.ATM_RAIN_I=Atmosphere Intensity Multiplier
option.LIGHT_NETHER_R=Lighting Red Multiplier
option.LIGHT_NETHER_G=Lighting Green Multiplier
option.LIGHT_NETHER_B=Lighting Blue Multiplier
option.LIGHT_NETHER_I=Lighting Intensity Multiplier
option.ATM_NETHER_R=Atmosphere Red Multiplier
option.ATM_NETHER_G=Atmosphere Green Multiplier
option.ATM_NETHER_B=Atmosphere Blue Multiplier
option.ATM_NETHER_I=Atmosphere Intensity Multiplier
option.LIGHT_END_R=Lighting Red Multiplier
option.LIGHT_END_G=Lighting Green Multiplier
option.LIGHT_END_B=Lighting Blue Multiplier
option.LIGHT_END_I=Lighting Intensity Multiplier
option.ATM_END_R=Atmosphere Red Multiplier
option.ATM_END_G=Atmosphere Green Multiplier
option.ATM_END_B=Atmosphere Blue Multiplier
option.ATM_END_I=Atmosphere Intensity Multiplier

option.XLIGHT_R=Blocklight Red Multiplier
option.XLIGHT_G=Blocklight Green Multiplier
option.XLIGHT_B=Blocklight Blue Multiplier
option.XLIGHT_I=Blocklight Intensity

option.XLIGHT_CURVE=Blocklight Contrast
option.XLIGHT_CURVE.comment=Adjusts how quickly the intensity of blocklight fades away as it travels distance away from the light source.

####### Euphoria Patches #######
profile2.DEFAULT=§bVisual Settings:§r Default
profile2.SPACEAGLE17= §f۞ §kO§fDEBUG (Do Not Use)§f§kO
profile2.POPULAR=§bVisual Settings: §dPopular
profile2.comment=These are profile presets for Euphoria Patches. §c[-] WARNING:§r Using this can alter many different settings and even break your handcrafted ones.\n\n• Default Settings are the default Complementary Shader Settings.\n\n• §bPopular §dSettings§r is a preset that has some of the most popular Euphoria Patches and Complementary settings enabled.\n\n• The Debug profile is used for testing purposes and isn't meant to be used by regular users.

#WATERMARK
option.WATERMARK=Complementary
option.WATERMARK.comment=Euphoria Patches is a creation of love, care and frustration, meant to complement the unique Minecraft experience in the best way possible while adding onto the amazing Complementary Shaderpack. Please feel free to join the lovely Complementary community here: www.complementary.dev/discord. Watermark by Elysia
value.WATERMARK.0=& §dEuphoria §rPatches
value.WATERMARK.1=& §cE§6u§ep§aho§br§9i§da §rPatches
value.WATERMARK.2=& §cE§6u§ep§aho§br§9i§da §rPatches - GUI Hidden
value.WATERMARK.3=& GUI Hidden & Hold Spider Eye
value.WATERMARK.4=Black/White
option.WATERMARK_SIZE=Watermark Size

screen.EUPHORIA_SETTINGS=§dConfigure Euphoria Patches >
screen.EUPHORIA_SETTINGS.comment=Settings that are added by the Euphoria Patches. §bYou can support SpacEagle17 on Patreon or Ko-Fi and get new Exclusive Beta Versions. §r§d§l§neuphoriapatches.com/support

screen.ATMOSPHERE=Atmosphere
screen.ATMOSPHERE.comment=Settings that relate to the atmosphere.
screen.CLOUDS=Clouds
screen.CLOUD_REIMAGINED_SETTINGS_EUPHORIA=Reimagined Clouds
screen.CLOUD_REIMAGINED_SECOND_LAYER_SETTINGS=Second Cloud Layer
screen.CLOUD_UNBOUND_SETTINGS_EUPHORIA=Unbound Clouds
screen.DOUBLE_UNBOUND_CLOUDS_SETTINGS=Double Unbound Clouds
screen.CLOUD_SHADING_SETTINGS=Cloud Shading
screen.AURORA_SETTINGS=Aurora Borealis
screen.AURORA_SETTINGS.comment=Settings that relate to the Aurora Borealis.
screen.AURORA_INFLUENCE_SETTINGS=Aurora Influence
screen.AURORA_COLOR_SETTINGS=Aurora Color Settings
screen.AURORA_COLOR_SETTINGS.comment=Settings that relate to the color of the Aurora Borealis.
screen.END_SKY=End Sky
screen.END_SKY.comment=Settings that relate to the End Sky.
screen.END_BEAMS_SETTINGS=Ender Beam Settings
screen.END_BEAMS_SETTINGS.comment=Settings that relate to the Ender Beams.
screen.END_BEAMS_COLOR_SETTINGS=Ender Beam Colors
screen.END_BEAMS_COLOR_SETTINGS.comment=Settings that relate to the color of the Ender Beams.
screen.END_BEAMS_FLASH_SETTINGS=End Flash Settings
screen.END_BEAMS_FLASH_SETTINGS.comment=Settings that relate to the End Beams when End Flashes are happening. Only works on 1.21.9+.
screen.END_STAR=End Star Settings
screen.END_STAR.comment=Settings that relate to the End Stars.
screen.STAR_COLORS_END=End Star Colors
screen.STARS_OVERWORLD=Stars
screen.SHOOTING_STARS_SETTINGS=Shooting Stars
screen.STAR_COLORS_OW=Star Colors
screen.RAIN_SETTINGS=Rain Settings
screen.NIGHT_DESATURATION_SETTINGS=Darkness Desaturation
screen.MOON_PHASED_DESATURATION_SETTINGS=Moon Phased Night Desaturation
screen.MOON_PHASED_DESATURATION_SETTINGS.comment=Adjusts the amount of desaturation based on the current phase of the moon.
screen.NIGHT_NEBULA_SETTINGS=Night Nebula
screen.NIGHT_NEBULA_COLOR_SETTINGS=Color Settings
screen.NEBULA_STAR_SETTINGS=Nebula Star Settings

screen.WORLD=World
screen.WORLD.comment=Settings that relate to the world.
screen.BLOOD_MOON_SETTINGS=Blood Moon Settings
screen.OVERWORLD_WORLD=Overworld
screen.OVERWORLD_BEAM=Overworld Beams
screen.OVERWORLD_BEAM.comment=Settings that relate to Overworld Beams.
screen.FOG=Fog
screen.FOG.comment=Settings that relate to fog.
screen.FOG_CAVE=Cave fog
screen.FOG_CAVE.comment=Settings that relate to cave fog.
screen.FOG_ATMOSPHERIC=Atmospheric fog
screen.FOG_ATMOSPHERIC.comment=Settings that relate to atmospheric fog.
screen.FOG_BORDER_OVERWORLD=Border fog
screen.FOG_BORDER_OVERWORLD.comment=Settings that relate to border fog.
screen.SEASON=Seasons
screen.WINTER=Winter Settings
screen.AUTUMN=Autumn Settings
screen.SPRING=Spring Settings
screen.SUMMER=Summer Settings
screen.NETHER_WORLD=Nether
screen.FOG_BORDER_NETHER=Border fog
screen.FOG_BORDER_NETHER.comment=Settings that relate to border fog.
screen.HEAT_DISTORTION_SETTINGS=Heat Distortion
screen.HEAT_DISTORTION_SETTINGS.comment=Settings that relate to heat distortion.
screen.END_WORLD=End
screen.END_AMBIENT=End Ambient
screen.FOG_BORDER_END=Border fog
screen.FOG_BORDER_END.comment=Settings that relate to border fog.
screen.END_CENTER_LIGHTING_SETTINGS=End Center Lighting
screen.LIGHT_SETTINGS=Light Settings
screen.BLOCKLIGHT=Blocklight Settings
screen.BLOCKLIGHT.comment=Settings that relate to blocklight color.
screen.COLORED_LIGHT=Colored Lighting
screen.SSBL_SETTINGS=Screenspace Colored Blocklight
screen.ACT_SETTINGS=Advanced Colored Tracing
screen.LIGHTMAP_CURVES_SETTINGS=Lightmap Curves
screen.OVERLAY_NOISE=Overlay Noise
screen.MOSS_NOISE_SETTINGS=Moss Noise Settings
screen.SAND_NOISE_SETTINGS=Sand Noise Settings

screen.MATERIALS=Materials
screen.MATERIALS.comment=Settings that relate to materials.
screen.EMISSIVE_MATERIALS=Emissive Materials
screen.EMISSIVE_FLOWERS_SETTINGS=Emissive Flowers
screen.WATER=Water
screen.WATER.comment=Settings that relate to water.
screen.IPBR_REDSTONE=Integrated Redstone PBR
screen.IPBR_REDSTONE.comment=Settings that relate to IntegratedPBR for redstone.
screen.DIRECTIONAL_LIGHTMAP_NORMALS_SETTINGS=Lightmap Normals
screen.LAVA_SETTINGS=Lava
screen.LAVA_SETTINGS.comment=Settings that relate to hot burning lava.
screen.END_ROD_SETTINGS=End Rod
screen.END_ROD_SETTINGS.comment=Settings that relate to end rods.
screen.FOLIAGE_SETTINGS=Foliage
screen.FOLIAGE_SETTINGS.comment=Settings that relate to foliage.
screen.PORTAL_SETTINGS=Portal Settings
screen.PORTAL_SETTINGS.comment=Settings that relate to portals.
screen.MISC_SETTINGS=Miscellaneous
screen.MISC_SETTINGS.comment=Settings which don't fit into any other category.
screen.MISC_EMISSIVE_SETTINGS=Miscellaneous Emissive

screen.CAMERA=Camera
screen.CAMERA.comment=Settings that relate to the Camera.
screen.TONEMAP_SETTINGS_EUPHORIA=Tonemap Settings Euphoria
screen.TONEMAP_SETTINGS_EUPHORIA_SPECIFIC=Specific Tonemap Settings
screen.ACES=ACES Settings
screen.ACES.comment=Settings for the ACES Tonemap.
screen.AGX_SETTINGS=AgX Settings
screen.AGX_SETTINGS.comment=Settings for the AgX Tonemap.
screen.BSL_SETTINGS=BSL Settings
screen.BSL_SETTINGS.comment=Settings for the BSL Tonemap.
screen.CAMERA_EFFECTS=Camera Effects
screen.RETRO_SETTINGS=Retro Settings
screen.STATIC_NOISE_SETTINGS=Static Noise Settings
screen.HORIZONTAL_NOISE_SETTINGS=Horizontal Noise Settings
screen.VERTICAL_SCREEN_DISPLACEMENT_SETTINGS=Vertical Screen Displacement Settings
screen.PIXELATE_SCREEN_SETTINGS=Pixelate Settings
screen.DITHERING_SETTINGS=Dithering Settings
screen.PALETTE_SETTINGS=Palette Settings
screen.SCANLINE_SETTINGS=Scanline Settings
screen.HALFTONE_SETTINGS=Halftone Settings
screen.SPEED_LINES_SETTINGS=Speed Line Settings
screen.CAMERA_NOISE_OVERLAY_SETTINGS=Camera Noise Overlay Settings
screen.SCREEN_BORDER=Border Settings
screen.LETTERBOX_SETTINGS=Letterbox Settings
screen.GRID_SETTINGS=Grid Settings
screen.WATERMARK_SETTINGS=Watermark Settings
screen.DOF_SETTINGS=Depth Of Field Settings
screen.DOF_SHAPE_SETTINGS=Shape Settings
screen.LENS_FLARE_SETTINGS=Lens Flare Settings
screen.LENS_FLARE_SETTINGS.comment=Settings that relate to lens flares.

screen.FUN=Fun
screen.FUN.comment=Let's have some fun.
screen.WORLD_CURVATURE_SETTINGS=World Curvature
screen.WORLD_CURVATURE_SETTINGS.comment=Settings that relate to World Curvature.
screen.RANDOM_BLOCKLIGHT_SETTINGS=Random Blocklight
screen.RANDOM_BLOCKLIGHT_SETTINGS.comment=Settings that relate to Random Blocklight.

screen.POPULAR_SETTINGS=§dPopular Settings
screen.POPULAR_SETTINGS.comment=These are some of the most popular settings in Euphoria Patches. Apart from Advanced Colored Tracing (which is needed for a lot of effects), all options in here are exclusive to Euphoria Patches and cannot be found in the Original Complementary Shaderpack.
screen.POPULAR_SETTINGS_2=Page 2
screen.POPULAR_SETTINGS_3=Page 3
screen.EP_VERSION=Euphoria Patches §d1.9.3
screen.EP_VERSION.comment=§bYou can support SpacEagle17 on Patreon or Ko-Fi and get new Exclusive Beta Versions. §r§d§l§neuphoriapatches.com/support

screen.MODDED_SETTINGS=Modded Settings
screen.MODDED_SETTINGS.comment=Settings that only work if you have certain mods installed. These settings are made to complement the experience of playing with those mods, and they won't do anything if you don't have the required mods.
screen.PHOTONICS_SETTINGS=Photonics
screen.PHOTONICS_SETTINGS.comment=Settings that only work if you have the Photonics mod installed.
screen.PHOTONICS_SETTINGS_BASIC=Sharp Mode
screen.PHOTONICS_SETTINGS_BASIC.comment=Sharp Lighting Mode settings.
screen.PHOTONICS_SETTINGS_RESTIR=ReSTIR Mode
screen.PHOTONICS_SETTINGS_RESTIR.comment=ReSTIR Lighting Mode settings.

screen.DISTANT_HORIZONS_SETTINGS=Distant Horizons
screen.DISTANT_HORIZONS_SETTINGS.comment=Settings that only work if you have the Distant Horizons mod installed.

screen.MODDED_SKYBOX_SETTINGS=Skybox Settings
screen.MODDED_SKYBOX_SETTINGS.comment=Settings related to sky related mods.

option.DAYLIGHT_CYCLE_COMPAT=World Time Animation
option.DAYLIGHT_CYCLE_COMPAT.comment=ONLY use this if you play with the gamerule doDaylightCycle false. When enabled clouds and more animate in worlds with the daylight cycle off but they are no longer synced between players.

option.AURORA_COLOR_PRESET=Aurora Color Preset
option.AURORA_COLOR_PRESET.comment=Choose between default look/custom colored auroras, varying colored auroras, where the aurora color changes each Minecraft day/month or color presets. Or The smooth daily one which changes color smoothly throughout the night.
value.AURORA_COLOR_PRESET.-1=§o§lVarying - Smooth Daily
value.AURORA_COLOR_PRESET.0=Custom
value.AURORA_COLOR_PRESET.1=§o§lVarying - Daily
value.AURORA_COLOR_PRESET.2=§o§lVarying - Monthly
value.AURORA_COLOR_PRESET.3=§9Legacy§b Complementary v4
value.AURORA_COLOR_PRESET.4=§bPe§3r§bm§3af§cr§3o§cst
value.AURORA_COLOR_PRESET.5=§dBlossoming §5Lights
value.AURORA_COLOR_PRESET.6=§9Ne§5bu§dl§5a
value.AURORA_COLOR_PRESET.7=§5Celestial §3Dance
value.AURORA_COLOR_PRESET.8=§aGreen Flash
value.AURORA_COLOR_PRESET.9=§bEt§3h§be§dr§3e§dal
value.AURORA_COLOR_PRESET.10=§bGlacial §9Blessing
value.AURORA_COLOR_PRESET.11=§5Mysti§9ca§bl
value.AURORA_COLOR_PRESET.12=§cWa§6t§ce§a§6r§am§2e§al§2on
value.AURORA_COLOR_PRESET.13=§cBlood §bBath
value.AURORA_COLOR_PRESET.14=§cG§4h§bo§3s§bt

option.RGB_AURORA=RGB Aurora
option.RGB_AURORA.comment=Be an Epic Gamer with §4R§2G§9B §rAuroras.

option.AURORA_UP_R=Upper Section - Red
option.AURORA_UP_G=Upper Section - Green
option.AURORA_UP_B=Upper Section - Blue
option.AURORA_UP_I=Upper Section - Intensity

option.AURORA_DOWN_R=Lower Section - Red
option.AURORA_DOWN_G=Lower Section - Green
option.AURORA_DOWN_B=Lower Section - Blue
option.AURORA_DOWN_I=Lower Section - Intensity

option.AURORA_SIZE=Aurora Density
option.AURORA_SIZE.comment=Density controls the apparent height and the size of the Aurora.

option.AURORA_DRAW_DISTANCE=Aurora Draw Distance
option.AURORA_DRAW_DISTANCE.comment=Draw Distance controls the distance boundary of the Aurora.

option.AURORA_INFLUENCE=Aurora Influence
option.AURORA_INFLUENCE.comment=Makes the Aurora color affect the clouds and the terrain.

option.AURORA_CLOUD_INFLUENCE_INTENSITY=Cloud Influence Intensity
option.AURORA_CLOUD_INFLUENCE_INTENSITY.comment=Change the intensity the aurora affects the clouds.
value.AURORA_CLOUD_INFLUENCE_INTENSITY.0.00=OFF

option.AURORA_TERRAIN_INFLUENCE_INTENSITY=Terrain Influence Intensity
option.AURORA_TERRAIN_INFLUENCE_INTENSITY.comment=Change the intensity the aurora affects the terrain.
value.AURORA_TERRAIN_INFLUENCE_INTENSITY.0.00=OFF

option.RANDOM_AURORA=Random Aurora Visibility
option.RANDOM_AURORA.comment=Changes how probable it is for the aurora to appear each night. Still respects the normal aurora conditions in Complementary Settings.
value.RANDOM_AURORA.0=Default
value.RANDOM_AURORA.1=10% Chance
value.RANDOM_AURORA.2=20% Chance
value.RANDOM_AURORA.3=30% Chance
value.RANDOM_AURORA.4=40% Chance
value.RANDOM_AURORA.5=50% Chance
value.RANDOM_AURORA.6=60% Chance
value.RANDOM_AURORA.7=70% Chance
value.RANDOM_AURORA.8=80% Chance
value.RANDOM_AURORA.9=90% Chance

option.AURORA_NOISE_SCALE=Aurora Noise Scale
option.AURORA_NOISE_SCALE.comment=Changes the scale of the noise used in the aurora effect.

option.AURORA_PATTERN_WARP=Swirliness
option.AURORA_PATTERN_WARP.comment=Changes how much the aurora swirls and warps.
value.AURORA_PATTERN_WARP.0=OFF

option.AURORA_SATURATION=Aurora Saturation
option.AURORA_SATURATION.comment=Changes the saturation of the aurora colors.
value.AURORA_SATURATION.10=Default

option.AURORA_COLOR_MIX_POWER=Dominant Layer
option.AURORA_COLOR_MIX_POWER.comment=Changes which layer of the aurora is the most prominent one.

option.CLOUD_ROUNDNESS=Cloud Roundness §e[*]§r
value.CLOUD_ROUNDNESS.0.025=Extra Boxy §e[*]§r
value.CLOUD_ROUNDNESS.0.05=Boxy §e[*]§r
value.CLOUD_ROUNDNESS.0.125=Balanced
value.CLOUD_ROUNDNESS.0.2=Round
option.CLOUD_ROUNDNESS.comment=Change how round the clouds appear.  §e[*]§r Lower roundness results in more noise artifacts

option.REIMAGINED_CLOUDS_OUTLINE=Clouds Outline
option.REIMAGINED_CLOUDS_OUTLINE.comment=Enables an outline around the reimagined clouds.
value.REIMAGINED_CLOUDS_OUTLINE.0=OFF

option.CLOUD_SHADOW_ROUNDNESS=Cloud Shadow Roundness
value.CLOUD_SHADOW_ROUNDNESS.0.15=Extra Boxy
value.CLOUD_SHADOW_ROUNDNESS.0.25=Boxy
value.CLOUD_SHADOW_ROUNDNESS.0.35=Round
option.CLOUD_SHADOW_ROUNDNESS.comment=Change how round cloud shadows appear.

option.CLOUD_SHADOW_STRENGTH=Cloud Shadow Strength
option.CLOUD_SHADOW_STRENGTH.comment=Adjusts only cloud shadow darkness. Lower values make cloud shadows brighter, higher values make them darker.

option.CLOUD_SHADOW_FADE_DISTANCE=Cloud Shadow Distance
option.CLOUD_SHADOW_FADE_DISTANCE.comment=Determines the distance around the player in which cloud shadows will not be shown.
value.CLOUD_SHADOW_FADE_DISTANCE.0=OFF

option.CLOUD_NARROWNESS=Cloud Width
option.CLOUD_NARROWNESS.comment=Change how wide the clouds appear horizontally.

option.CLOUD_SHADOW_UNBOUND_SIZE=Cloud Shadow Size
option.CLOUD_SHADOW_UNBOUND_SIZE.comment=Determines the size of the cloud shadows.

option.CLOUD_STRETCH=Cloud Height
option.CLOUD_TRANSPARENCY=Cloud Opacity
option.CLOUD_TRANSPARENCY.comment=Changes the opacity of the clouds.
option.CLOUD_DIRECTION=Cloud Direction
option.CLOUD_DIRECTION.comment=Changes the direction in which the clouds move.
option.CLOUD_TEXTURE=Minecraft Cloud Texture
value.CLOUD_TEXTURE.0=Default
value.CLOUD_TEXTURE.1=Old Minecraft
value.CLOUD_TEXTURE.2=Old Complementary

value.CLOUD_DIRECTION.1=West-East
value.CLOUD_DIRECTION.2=North-South
option.RAINBOW_CLOUD=Rainbow Clouds
value.RAINBOW_CLOUD.0=OFF
value.RAINBOW_CLOUD.1=10% Coverage
value.RAINBOW_CLOUD.2=20% Coverage
value.RAINBOW_CLOUD.3=30% Coverage
value.RAINBOW_CLOUD.4=40% Coverage
value.RAINBOW_CLOUD.5=50% Coverage
value.RAINBOW_CLOUD.6=60% Coverage
value.RAINBOW_CLOUD.7=70% Coverage
value.RAINBOW_CLOUD.8=80% Coverage
value.RAINBOW_CLOUD.9=90% Coverage
value.RAINBOW_CLOUD.10=100% Coverage

option.CLOUD_RENDER_DISTANCE=Cloud Render Distance
option.CLOUD_RENDER_DISTANCE.comment=Option to change how far clouds render.

option.CLOUD_SHADING_AMOUNT=Cloud Shading Amount
option.CLOUD_SHADING_AMOUNT.comment=Determines how much the clouds get shaded.

option.INVERTED_CLOUD_SHADING=Inverted Cloud Shading
option.INVERTED_CLOUD_SHADING.comment=Inverts the cloud shading effect.

option.CLOUD_LIGHT_MULTIPLIER=Cloud Day Light Multiplier
option.CLOUD_LIGHT_MULTIPLIER.comment=Multiplies the brightness the lighting side of the clouds receives during the day.

option.CLOUD_NIGHT_LIGHT_MULTIPLIER=Cloud Night Light Multiplier
option.CLOUD_NIGHT_LIGHT_MULTIPLIER.comment=Multiplies the brightness the lighting side of the clouds receives during the night.

option.CLOUD_AMBIENT_MULTIPLIER=Cloud Ambient Light Multiplier
option.CLOUD_AMBIENT_MULTIPLIER.comment=Multiplies the brightness of the ambient light side of the clouds.

option.CLOUD_NIGHT_AMBIENT_MULTIPLIER=Cloud Night Ambient Light Multiplier
option.CLOUD_NIGHT_AMBIENT_MULTIPLIER.comment=Multiplies the brightness of the ambient light side of the clouds during the night.

option.ROTATE_REIMAGINED_CLOUDS_90_NEW=Rotate Clouds 90°
option.ROTATE_REIMAGINED_CLOUDS_90_NEW.comment=Rotates the reimagined clouds by 90 degrees.

option.NIGHT_CLOUD_UNBOUND_REMOVE=Remove Night Clouds Amount
option.NIGHT_CLOUD_UNBOUND_REMOVE.comment=Ammount of clouds which get removed during the night

option.HIGH_QUALITY_CLOUDS=Higher Quality Clouds
option.HIGH_QUALITY_CLOUDS.comment=Increases the quality of Clouds to more than is possible within the normal Complementary Settings. §c[-]§r Turning this setting on can impact performance.

option.CLOUD_LAYER2_SPEED_MULT=Cloud Layer 2 Speed Multiplier

option.PIXELATED_UNBOUND_CLOUDS=Pixelated Unbound Clouds
option.PIXELATED_UNBOUND_CLOUDS.comment=Gives the unbound clouds a pixelated look. The higher the value the bigger the pixels.
value.PIXELATED_UNBOUND_CLOUDS.0=OFF

option.DOUBLE_UNBOUND_CLOUDS=Double Unbound Clouds
option.DOUBLE_UNBOUND_CLOUDS.comment=Enables a second layer of unbound clouds to be rendered. §c[-]§r This setting can impact performance.
option.CLOUD_UNBOUND_LAYER2_ALTITUDE=Cloud Layer 2 Altitude
option.CLOUD_UNBOUND_LAYER2_ALTITUDE.comment=Determines the world height which the second layer clouds will appear at.
option.CLOUD_UNBOUND_LAYER2_HEIGHT=Cloud Layer 2 Height
option.CLOUD_UNBOUND_LAYER2_SIZE=Cloud Layer 2 Size
option.CLOUD_UNBOUND_LAYER2_SIZE.comment=Determines the size of the second layer of unbound clouds.
option.CLOUD_UNBOUND_LAYER2_AMOUNT=Cloud Layer 2 Amount
option.CLOUD_UNBOUND_LAYER2_AMOUNT.comment=Determines the amount of the second layer of unbound clouds.
option.CLOUD_UNBOUND_LAYER2_TRANSPARENCY=Cloud Layer 2 Opacity
option.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.comment=Determines the opacity of the second layer of unbound clouds.
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.0=0.0
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.1=0.05
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.2=0.10
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.3=0.15
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.4=0.20
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.5=0.25
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.6=0.30
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.7=0.35
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.8=0.40
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.9=0.45
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.10=0.50
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.11=0.55
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.12=0.60
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.13=0.65
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.14=0.70
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.15=0.75
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.16=0.80
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.17=0.85
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.18=0.90
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.19=0.95
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.20=1.00


option.CLOUD_REIMAGINED_LAYER2_HEIGHT=Cloud Layer 2 Height
option.CLOUD_REIMAGINED_LAYER2_HEIGHT.comment=Determines the height of the second layer of reimagined clouds.
option.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY=Cloud Layer 2 Opacity
option.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.comment=Determines the opacity of the second layer of reimagined clouds.
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.0=0.0
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.1=0.05
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.2=0.10
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.3=0.15
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.4=0.20
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.5=0.25
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.6=0.30
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.7=0.35
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.8=0.40
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.9=0.45
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.10=0.50
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.11=0.55
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.12=0.60
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.13=0.65
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.14=0.70
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.15=0.75
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.16=0.80
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.17=0.85
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.18=0.90
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.19=0.95
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.20=1.00

option.CLOUD_SUN_MOON_SHADING=Sun/Moon Shading
option.CLOUD_SUN_MOON_SHADING.comment=Enables shading for the sun and moon on the clouds.
value.CLOUD_SUN_MOON_SHADING.0=OFF
value.CLOUD_SUN_MOON_SHADING.1=Moon Only
value.CLOUD_SUN_MOON_SHADING.2=Sun Only
value.CLOUD_SUN_MOON_SHADING.3=Both

option.END_SMOKE=End Smoke
option.END_SMOKE.comment=Someone left the fire unattended and now the End has smoke in the upper and lower void.
option.E_SKY_COLORR_NEW=End Sky - Red
option.E_SKY_COLORG_NEW=End Sky - Green
option.E_SKY_COLORB_NEW=End Sky - Blue
option.E_SKY_COLORI=End Sky - Intensity
option.END_SKY_FOG_INFLUENCE=Modded End Biome Tint
option.END_SKY_FOG_INFLUENCE.comment=Tweak how much the fog color of modded biomes affect the End Sky and End Beam colors. At 1.00 the End Sky and End Beams will have the same color as the fog color, at 0.00 they will be unaffected by the fog color.

option.GLOWING_EMERALD_BLOCK=Emissive Emerald Block
option.GLOWING_EMERALD_BLOCK.comment=Option to make Emerald blocks glow. §e[*]§r RP Support option must be set to Integrated PBR+

option.EMISSIVE_ENCHANTING_TABLE=Emissive Enchanting Table
option.EMISSIVE_ENCHANTING_TABLE.comment=Option to make the diamond part of the Enchanting Table glow. §e[*]§r RP Support option must be set to Integrated PBR+

option.GLOWING_WART=Glowing Wart Blocks
option.GLOWING_WART.comment=Setting which enables animated emissive wart blocks. §e[*]§r RP Support option must be set to Integrated PBR+

option.GLOWING_NETHER_TREES=Emissive Nether Trees
option.GLOWING_NETHER_TREES.comment=Setting which enables emissive crimson/warped stems.

option.OVERWORLD_BEAMS=Overworld Beams
option.OVERWORLD_BEAMS.comment=Setting which enables nebula like beams during the night in the Overworld.
option.OVERWORLD_BEAMS_CONDITION=Condition
option.OVERWORLD_BEAMS_CONDITION.comment=By default they only appear during full moon, changing this makes them appear every night.
value.OVERWORLD_BEAMS_CONDITION.0=Full Moon
value.OVERWORLD_BEAMS_CONDITION.1=Every Night
option.OVERWORLD_BEAMS_INTENSITY=Overworld Beams Intensity
option.BEAMS_AMBIENT_INFLUENCE=Fog Color Influence
option.BEAMS_AMBIENT_INFLUENCE.comment=The beams will have the Fog Color at 1.00 and the user defined color at 0.00.
option.OW_BEAM_R_NEW=Overworld Beams - Red
option.OW_BEAM_G_NEW=Overworld Beams - Green
option.OW_BEAM_B_NEW=Overworld Beams - Blue

option.END_BEAMS=Ender Beams
option.END_BEAMS.comment=Setting which enables nebula like beams in the End.
option.END_CRYSTAL_VORTEX=End Crystal Vortex
option.END_CRYSTAL_VORTEX.comment=Setting which enables energy beams going up from end crystals in the end. §4[***]§r Enables §cEntity Shadows§r. §e[*]§r Only works on Iris. §e[*]§r does not work on MacOS. Shadow Distance in Complementary Settings affects the distance at which the vortexes are visible.
value.END_CRYSTAL_VORTEX.0=OFF
value.END_CRYSTAL_VORTEX.1=Vortex
value.END_CRYSTAL_VORTEX.2=Healing Beam
value.END_CRYSTAL_VORTEX.3=Both
option.DRAGON_DEATH_EFFECT=Dragon Death Effect
option.DRAGON_DEATH_EFFECT.comment=Setting which replaces the dragon's dying beams with a volumetric effect. §4[***]§r Enables §cEntity Shadows§r. §e[*]§r Only works on Iris. §e[*]§r does not work on MacOS.
value.DRAGON_DEATH_EFFECT.0=OFF
value.DRAGON_DEATH_EFFECT.1=Volumetric Effect
value.DRAGON_DEATH_EFFECT.2=Volumetric + Original Beams
option.E_BEAMS_AMBIENT_INFLUENCE=Ambient Color Influence
option.E_BEAMS_AMBIENT_INFLUENCE.comment=The beams will have the ambient color at 1.00 and the user defined color at 0.00. Doesn't apply to Dragon Ender Beams.
option.E_BEAM_R_NEW=Ender Beams - Red
option.E_BEAM_G_NEW=Ender Beams - Green
option.E_BEAM_B_NEW=Ender Beams - Blue
option.E_BEAM_I=Ender Beams - Intensity
option.E_DRAGON_BEAM_R_NEW=Dragon Ender Beams - Red
option.E_DRAGON_BEAM_R_NEW.comment=The Ender Beam color during the dragon fight - Red.
option.E_DRAGON_BEAM_G_NEW=Dragon Ender Beams - Green
option.E_DRAGON_BEAM_G_NEW.comment=The Ender Beam color during the dragon fight - Green.
option.E_DRAGON_BEAM_B_NEW=Dragon Ender Beams - Blue
option.E_DRAGON_BEAM_B_NEW.comment=The Ender Beam color during the dragon fight - Blue.
option.E_DRAGON_BEAM_I=Dragon Ender Beams - Intensity
option.E_DRAGON_BEAM_I.comment=The Ender Beam color during the dragon fight - Intensity.
option.END_BEAM_SCALE=Scale
option.END_BEAM_SCALE.comment=Changes the scale of the end beams. Higher values make them tinner, lower values make them wider.
option.END_BEAM_DISTANCE_MULTIPLIER=Distance Multiplier
option.END_BEAM_DISTANCE_MULTIPLIER.comment=Changes the distance how far or close end beams are to the player. Higher values make them start further away, lower values make them start closer.
option.END_BEAM_POW=Beam Power
option.END_BEAM_POW.comment=Changes the power the beams have. Higher values make them less intense and lower values make them more intense.
option.END_BEAM_DIRECTION_BIAS=Vertical Direction Bias
option.END_BEAM_DIRECTION_BIAS.comment=Controls which side of the beam center is favored. -100 favors below, 0 is mirrored, 100 favors above.
option.END_BEAM_FLASH_HEIGHT_MULTIPLIER=Flash Height Multiplier
option.END_BEAM_FLASH_HEIGHT_MULTIPLIER.comment=Changes the height of the end beams during end flashes.
option.END_BEAM_FLASH_POW_MULTIPLIER=Flash Power Multiplier
option.END_BEAM_FLASH_POW_MULTIPLIER.comment=Changes the power of the end beams during end flashes.
option.END_BEAM_FLASH_NARROWNESS=Flash Narrowness
option.END_BEAM_FLASH_NARROWNESS.comment=Changes the narrowness of the zone affected by the end flash. Higher values make the flash affect a smaller area, lower values make it affect a bigger area.
option.END_BEAM_SPEED=Speed
option.END_BEAM_SPEED.comment=Changes the speed of the end beams.
option.END_BEAM_FOG_BLEND=Terrain Blend
option.END_BEAM_FOG_BLEND.comment=Changes how much the end beams blend with the terrain at far distances. §e[*]§r Lower values make the chunk borders visible.

option.END_STARS=End Stars
option.END_STARS.comment=Enable or disable the stars in the End.
option.END_STAR_BRIGHTNESS=End Star Brightness
option.END_STAR_SIZE=End Star Size
option.END_STAR_AMOUNT=End Star Amount
value.END_STAR_AMOUNT.0=Low
value.END_STAR_AMOUNT.1=Normal
value.END_STAR_AMOUNT.2=High
value.END_STAR_AMOUNT.3=Very High
value.END_STAR_AMOUNT.4=A LOT
option.END_TWINKLING_STARS=Twinkling End Stars
value.END_TWINKLING_STARS.0=OFF
value.END_TWINKLING_STARS.1=0.1
value.END_TWINKLING_STARS.2=0.2
value.END_TWINKLING_STARS.3=0.3
value.END_TWINKLING_STARS.4=0.4
value.END_TWINKLING_STARS.5=0.5
value.END_TWINKLING_STARS.6=0.6
value.END_TWINKLING_STARS.7=0.7
value.END_TWINKLING_STARS.8=0.8
value.END_TWINKLING_STARS.9=0.9
value.END_TWINKLING_STARS.10=1.0
value.END_TWINKLING_STARS.11=1.1
value.END_TWINKLING_STARS.12=1.2
value.END_TWINKLING_STARS.13=1.3
value.END_TWINKLING_STARS.14=1.4
value.END_TWINKLING_STARS.15=1.5
value.END_TWINKLING_STARS.16=1.6
value.END_TWINKLING_STARS.17=1.7
value.END_TWINKLING_STARS.18=1.8
value.END_TWINKLING_STARS.19=1.9
value.END_TWINKLING_STARS.20=2.0
option.END_STAR_HEMISPHERE=End Star Hemisphere
option.END_STAR_HEMISPHERE.comment=Setting to only render stars in the upper or lower hemisphere of the sky in the End.
value.END_STAR_HEMISPHERE.0=Full Sky
value.END_STAR_HEMISPHERE.1=Upper Hemisphere Only
value.END_STAR_HEMISPHERE.-1=Lower Hemisphere Only

option.STAR_BRIGHTNESS=Star Brightness
option.STAR_BRIGHTNESS.comment=Setting to adjust the star brightness.
value.STAR_BRIGHTNESS.3=OFF
value.STAR_BRIGHTNESS.4=0.1
value.STAR_BRIGHTNESS.5=0.2
value.STAR_BRIGHTNESS.6=0.3
value.STAR_BRIGHTNESS.7=0.4
value.STAR_BRIGHTNESS.8=0.5
value.STAR_BRIGHTNESS.9=0.6
value.STAR_BRIGHTNESS.10=0.7
value.STAR_BRIGHTNESS.11=0.8
value.STAR_BRIGHTNESS.12=0.9
value.STAR_BRIGHTNESS.13=1.0
value.STAR_BRIGHTNESS.14=1.1
value.STAR_BRIGHTNESS.15=1.2
value.STAR_BRIGHTNESS.16=1.3
value.STAR_BRIGHTNESS.17=1.4
value.STAR_BRIGHTNESS.18=1.5
value.STAR_BRIGHTNESS.19=1.6
value.STAR_BRIGHTNESS.20=1.7
value.STAR_BRIGHTNESS.21=1.8
value.STAR_BRIGHTNESS.22=1.9
value.STAR_BRIGHTNESS.23=2.0
value.STAR_BRIGHTNESS.24=2.1
value.STAR_BRIGHTNESS.25=2.2
value.STAR_BRIGHTNESS.26=2.3
value.STAR_BRIGHTNESS.27=2.4
value.STAR_BRIGHTNESS.28=2.5
value.STAR_BRIGHTNESS.29=2.6
value.STAR_BRIGHTNESS.30=2.7
value.STAR_BRIGHTNESS.31=2.8
value.STAR_BRIGHTNESS.32=2.9
value.STAR_BRIGHTNESS.33=3.0

option.TWINKLING_STARS=Twinkling Stars
option.TWINKLING_STARS.comment=Make the stars twinkle at you.
value.TWINKLING_STARS.0=OFF
value.TWINKLING_STARS.1=0.1
value.TWINKLING_STARS.2=0.2
value.TWINKLING_STARS.3=0.3
value.TWINKLING_STARS.4=0.4
value.TWINKLING_STARS.5=0.5
value.TWINKLING_STARS.6=0.6
value.TWINKLING_STARS.7=0.7
value.TWINKLING_STARS.8=0.8
value.TWINKLING_STARS.9=0.9
value.TWINKLING_STARS.10=1.0
value.TWINKLING_STARS.11=1.1
value.TWINKLING_STARS.12=1.2
value.TWINKLING_STARS.13=1.3
value.TWINKLING_STARS.14=1.4
value.TWINKLING_STARS.15=1.5
value.TWINKLING_STARS.16=1.6
value.TWINKLING_STARS.17=1.7
value.TWINKLING_STARS.18=1.8
value.TWINKLING_STARS.19=1.9
value.TWINKLING_STARS.20=2.0
option.STAR_SIZE=Star Size
option.STAR_SIZE.comment=Change the size of your stars.

option.SITUATIONAL_ORES=Situational Ores
option.SITUATIONAL_ORES.comment=Ores will only glow in caves and at night. §e[*]§r Glowing Ores must be enabled for this to work.

option.GLOWING_RAW_BLOCKS=Emissive Raw Blocks

option.EMISSION_MULTIPLIER=Emission Multiplier
option.EMISSION_MULTIPLIER.comment=Multiplies the emission.

option.UNDERWATER_DISTORTION_STRENGTH=Underwater Distortion Strength
option.UNDERWATER_DISTORTION_STRENGTH.comment=Setting to alter the Underwater Distortion Strength.
option.FRESNEL_MULTIPLIER=Underwater Surface Reflection Strength
option.FRESNEL_MULTIPLIER.comment=A setting which changes the underwater reflection strength of the water surface.
option.SHADER_WATER=Shader Water
option.SHADER_WATER.comment=A toggle to turn the shader water on or off.

option.WATER_GENERATED_NORMALS=Water Generated Normals

option.RANDOM_BLOCKLIGHT=Random Colored Blocklight
option.RANDOM_BLOCKLIGHT.comment=Randomizes the color of the blocklight depending on world coordinates, purely a fun setting.
option.RANDOM_BLOCKLIGHT_SIZE=Random Colored Blocklight Size
option.RANDOM_BLOCKLIGHT_SIZE.comment=Change the color size of the random colored blocklight effect.

option.COATED_TEXTURE_RES=Coated Textures Resolution
option.COATED_TEXTURE_RES.comment=Change the resolution at which the Noise Coated Textures render. §e[*]§r RP Support option must be set to Integrated PBR+ and Coated Texture have to be turned on

option.DIRECTIONAL_LIGHTMAP_NORMALS=Lightmap Normals
option.DIRECTIONAL_LIGHTMAP_NORMALS.comment=Make the integrated normal maps work with blocklight. §e[*]§r RP Support option must be set to Integrated PBR+ and Auto Generated Normals have to be turned on
option.DIRECTIONAL_LIGHTMAP_NORMALS_BLOCK_STRENGTH_NEW=Block Intensity
option.DIRECTIONAL_LIGHTMAP_NORMALS_HANDHELD_STRENGTH=Handheld Intensity

option.CAVE_FOG=Cave Fog
option.CAVE_FOG.comment=Turn cave fog on and off.
option.CAVE_FOG_R_NEW=Cave Fog - Red
option.CAVE_FOG_G_NEW=Cave Fog - Green
option.CAVE_FOG_B_NEW=Cave Fog - Blue
option.CAVE_FOG_I=Cave Fog - Intensity
option.CAVE_FOG_DENSITY=Cave Fog Density

option.ATMOSPHERIC_FOG=Atmospheric Fog
option.ATMOSPHERIC_FOG_R_NEW= Atmospheric Fog - Red
option.ATMOSPHERIC_FOG_G_NEW= Atmospheric Fog - Green
option.ATMOSPHERIC_FOG_B_NEW= Atmospheric Fog - Blue
option.ATMOSPHERIC_FOG_I= Atmospheric Fog - Intensity
option.ATMOSPHERIC_FOG_DENSITY=Atmospheric Fog Density
option.RADIOACTIVE_ATMOSPHERIC_FOG=Radioactive Atmospheric Fog
option.RADIOACTIVE_ATMOSPHERIC_FOG.comment=It's just one unhealthy habit more. Very noticeable at night.

option.BORDER_FOG_DISTANCE_OVERWORLD=Border Fog Distance
option.BORDER_FOG_DISTANCE_OVERWORLD.comment=Adjust the border fog distance of the Overworld.
value.BORDER_FOG_DISTANCE_OVERWORLD.1=0.25
value.BORDER_FOG_DISTANCE_OVERWORLD.2=0.40
value.BORDER_FOG_DISTANCE_OVERWORLD.3=0.50
value.BORDER_FOG_DISTANCE_OVERWORLD.6=1.00
value.BORDER_FOG_DISTANCE_OVERWORLD.10=1.25
value.BORDER_FOG_DISTANCE_OVERWORLD.50=1.50
value.BORDER_FOG_DISTANCE_OVERWORLD.100=1.75
value.BORDER_FOG_DISTANCE_OVERWORLD.500=2.00
value.BORDER_FOG_DISTANCE_OVERWORLD.1000=2.50

option.BORDER_FOG_DENSITY_OVERWORLD=Border Fog Density
option.BORDER_FOG_DENSITY_OVERWORLD.comment=Adjust the border fog density of the Overworld.

option.BORDER_FOG_DISTANCE_NETHER=Border Fog Distance
option.BORDER_FOG_DISTANCE_NETHER.comment=Adjust the border fog distance of the Nether.
value.BORDER_FOG_DISTANCE_NETHER.1=0.25
value.BORDER_FOG_DISTANCE_NETHER.2=0.40
value.BORDER_FOG_DISTANCE_NETHER.3=0.50
value.BORDER_FOG_DISTANCE_NETHER.6=1.00
value.BORDER_FOG_DISTANCE_NETHER.10=1.25
value.BORDER_FOG_DISTANCE_NETHER.50=1.50
value.BORDER_FOG_DISTANCE_NETHER.100=1.75
value.BORDER_FOG_DISTANCE_NETHER.500=2.00
value.BORDER_FOG_DISTANCE_NETHER.1000=2.50

option.BORDER_FOG_DENSITY_NETHER=Border Fog Density
option.BORDER_FOG_DENSITY_NETHER.comment=Adjust the border fog density of the Nether.

option.BORDER_FOG_DISTANCE_END=Border Fog Distance
option.BORDER_FOG_DISTANCE_END.comment=Adjust the border fog distance of the End.
value.BORDER_FOG_DISTANCE_END.1=0.25
value.BORDER_FOG_DISTANCE_END.2=0.40
value.BORDER_FOG_DISTANCE_END.3=0.50
value.BORDER_FOG_DISTANCE_END.6=1.00
value.BORDER_FOG_DISTANCE_END.10=1.25
value.BORDER_FOG_DISTANCE_END.50=1.50
value.BORDER_FOG_DISTANCE_END.100=1.75
value.BORDER_FOG_DISTANCE_END.500=2.00
value.BORDER_FOG_DISTANCE_END.1000=2.50

option.BORDER_FOG_DENSITY_END=Border Fog Density
option.BORDER_FOG_DENSITY_END.comment=Adjust the border fog density of the End.

option.BORDER_FOG_NETHER=Nether Border Fog
option.BORDER_FOG_END=End Border Fog
option.BORDER_FOG_OVERWORLD=Overworld Border Fog

option.NETHER_PORTAL_VARIATION=Nether Portal Preset
option.NETHER_PORTAL_VARIATION.comment=Option to choose between different nether portal presets. §e[*]§r RP Support option must be set to Integrated PBR+
value.NETHER_PORTAL_VARIATION.0=Vanilla
value.NETHER_PORTAL_VARIATION.1=Complementary
value.NETHER_PORTAL_VARIATION.2=Purple Void

option.BIOME_COLORED_NETHER_PORTALS=Chameleon Nether Portals
option.BIOME_COLORED_NETHER_PORTALS.comment=Nether portals in the Nether will be color-coded depending on the biome you're currently in.

option.NETHER_PORTAL_NOISE=Nether Portal Noise
option.NETHER_PORTAL_NOISE.comment=Adds noise to the Nether Portal texture, making it look more dynamic.
value.NETHER_PORTAL_NOISE.0=OFF
value.NETHER_PORTAL_NOISE.1=Normal
value.NETHER_PORTAL_NOISE.2=Pixelated

option.END_PORTAL_VARIATION=End Portal Preset
option.END_PORTAL_VARIATION.comment=Option to choose between different end portal presets. §e[*]§r RP Support option must be set to Integrated PBR+
value.END_PORTAL_VARIATION.0=Complementary
value.END_PORTAL_VARIATION.1=Smudged Strings
value.END_PORTAL_VARIATION.3=Pixelated Salsa

option.END_PORTAL_BEAM=End Portal Rays
option.END_PORTAL_BEAM.comment=Adds rays of light around the edges of the end portal. Similar to Minecraft Dungeons. [§e*§r] Only works on Iris. [§e*§r] does not work on MacOS.

option.SILHOUETTE=Silhouette
option.SILHOUETTE.comment=When enabled makes blocks facing away from the sun black, useful for screenshots.
value.SILHOUETTE.0=OFF
value.SILHOUETTE.1=Only at Night
value.SILHOUETTE.2=Always On
option.SILHOUETTE_BRIGHTNESS=Silhouette Brightness

option.RAIN_ATMOSPHERE=Epic Thunderstorm
option.RAIN_ATMOSPHERE.comment=Improves thunderstorms significantly when a lightning bolt strikes. §e[*]§r Works much better with Iris

option.BLUE_SCREEN=Blue Screen
option.BLUE_SCREEN.comment=Turns "Blue Concrete", "Blue Wool", and "Blue Carpet" into blue screens for video editing. Tip 1: Turn off "Bloom" option to improve separation. Tip 2: Put lights under blue carpets for lighting. Tip 3: You can turn off Anti-Aliasing (FXAA) and set Detail Quality to Potato in Performance Settings to disable all filtering and get pixel-perfect separation.

option.MIRROR_DIMENSION=Mirror Dimension
option.MIRROR_DIMENSION.comment=You have learned the art of magic and are brave enough to enter the mirror dimension.

option.WORLD_CURVATURE=World Curvature
option.OVERWORLD_CURVATURE_SIZE=Overworld Curvature Size
option.NETHER_CURVATURE_SIZE=Nether Curvature Size
option.END_CURVATURE_SIZE=End Curvature Size

option.LAVA_VARIATION=Lava Preset
option.LAVA_VARIATION.comment=Hot presets in your area. Choose Now!
value.LAVA_VARIATION.0=Complementary
value.LAVA_VARIATION.1=Adaptive Noise (Recommended)
value.LAVA_VARIATION.2=Blushing Hotness
value.LAVA_VARIATION.3=Molten Cheese
value.LAVA_VARIATION.4=Dark Islands
value.LAVA_VARIATION.5=Chaotic Flow

option.LAVA_TEMPERATURE=Lava Temperature
option.LAVA_TEMPERATURE.comment=Change the temperature of lava, make it more red or white.

option.WAVIER_LAVA=Wavier Lava
option.WAVIER_LAVA.comment=Makes the Waving Lava Texture option more extreme in the nether.

option.LAVA_EMISSION=Lava Emission

option.LAVA_NOISE_INTENSITY=Lava Noise Intensity
option.LAVA_NOISE_INTENSITY.comment=Change the opacity of the Lava Preset's noise.

option.LAVA_NOISE_AMOUNT=Lava Noise Amount
option.LAVA_NOISE_AMOUNT.comment=Change the amount of noise.

option.LAVA_EDGE_EFFECT=Lava Edge Effect
option.LAVA_EDGE_EFFECT.comment=Adds an edge to lava when it touches other blocks. §e[*]§r This feature only works if Advanced Colored Tracing is enabled in Performance Settings.
value.LAVA_EDGE_EFFECT.0=OFF
value.LAVA_EDGE_EFFECT.1=ON - Bright
value.LAVA_EDGE_EFFECT.2=ON - Dark

option.NETHER_BRIGHTNESS=Nether Brightness
option.NETHER_BRIGHTNESS.comment=Change the ambient brightness of the Nether.

option.END_ROD_COLOR_PROFILE=End Rod Profile
option.END_ROD_COLOR_PROFILE.comment=Change between the default end rod colors from Complementary and your own custom ones. §e[*]§r RP Support option must be set to Integrated PBR+
value.END_ROD_COLOR_PROFILE.0=Complementary
value.END_ROD_COLOR_PROFILE.1=Custom
value.END_ROD_COLOR_PROFILE.2=Rainbow
value.END_ROD_COLOR_PROFILE.3=Rainbow - Only Overworld
option.END_ROD_R=End Rod - Red
option.END_ROD_G=End Rod - Green
option.END_ROD_B=End Rod - Blue
option.END_ROD_I=End Rod - Intensity
option.RAINBOW_END_ROD_COORD_OFFSET=Rainbow Colors Offset
value.RAINBOW_END_ROD_COORD_OFFSET.0=All Synced
value.RAINBOW_END_ROD_COORD_OFFSET.3=Minimal
value.RAINBOW_END_ROD_COORD_OFFSET.5=Default
value.RAINBOW_END_ROD_COORD_OFFSET.7=Medium
value.RAINBOW_END_ROD_COORD_OFFSET.11=Strong
value.RAINBOW_END_ROD_COORD_OFFSET.13=Very Strong
option.END_ROD_RAINBOW_ANIMATE=Rainbow Speed
value.END_ROD_RAINBOW_ANIMATE.0.0=OFF

option.REDSTONE_IPBR=Redstone IntegratedPBR
option.REDSTONE_IPBR.comment=This option makes red pixels on redstone related blocks emissive. Works best with redstone resource packs. §e[*]§r RP Support option must be set to Integrated PBR+
option.REDSTONE_IPBR_R=Red detection
option.REDSTONE_IPBR_R.comment=Change this if the detection does not work with your resource pack. Increase if the pixels are more red, decrease if they are less.
option.REDSTONE_IPBR_G=Green detection
option.REDSTONE_IPBR_G.comment=Change this if the detection does not work with your resource pack. Increase if the pixels are more green, decrease if they are less.
option.REDSTONE_IPBR_B=Blue detection
option.REDSTONE_IPBR_B.comment=Change this if the detection does not work with your resource pack. Increase if the pixels are more blue, decrease if they are less.
option.REDSTONE_IPBR_I=Emissive Strength
option.REDSTONE_IPBR_I.comment=Change the emissive strength of Redstone IntegratedPBR

option.LETTERBOXING=Letterboxes
option.LETTERBOXING.comment=Adds black bars to the top and bottom of the window.
value.LETTERBOXING.0=OFF
value.LETTERBOXING.1=ON
value.LETTERBOXING.2=ON - While Sneaking

option.ASPECT_RATIO=Aspect Ratio
option.ASPECT_RATIO.comment=Change the ratio between the width and height of the cropped image.

option.EXCLUDE_ENTITIES=Exclude Entities
option.EXCLUDE_ENTITIES.comment=Change whether entities should be excluded from Letterboxes or not.

option.LETTERBOXING_TRANSPARENCY=Letterbox Transparency

option.BAD_APPLE=Bad Apple
option.BAD_APPLE.comment=Makes the screen black with the exception of entities, which will be white.

option.tonemap=Tonemap
option.tonemap.comment=Changes which tonemap is used.
value.tonemap.DoCompTonemap=Complementary Default
value.tonemap.DoBSLTonemap=BSL/Complementary
value.tonemap.ACESTonemap=ACES
value.tonemap.ACESRedModified=ACES Red Modified
value.tonemap.BurgessTonemap=Burgess
value.tonemap.LottesTonemap=Lottes
value.tonemap.uncharted2_tonemap_partial=Uncharted 2 - Partial
value.tonemap.uncharted2_filmic=Uncharted 2 - Filmic
value.tonemap.reinhard2=Reinhard2
value.tonemap.filmic=Filmic
value.tonemap.GTTonemap=Gran Turismo
value.tonemap.uchimura=Uchimura
value.tonemap.agxTonemap=AgX
value.tonemap.doSimpleTonemap=Simple

option.TONEMAP_COMPARISON=Tonemap Comparison
option.TONEMAP_COMPARISON.comment=Option to compare tonemaps

option.tonemap_left=Tonemap Left
option.tonemap_left.comment=Changes which tonemap is used.
value.tonemap_left.DoCompTonemap=Complementary Default
value.tonemap_left.DoBSLTonemap=BSL/Complementary
value.tonemap_left.ACESTonemap=ACES
value.tonemap_left.ACESRedModified=ACES Red Modified
value.tonemap_left.BurgessTonemap=Burgess
value.tonemap_left.LottesTonemap=Lottes
value.tonemap_left.uncharted2_tonemap_partial=Uncharted 2
value.tonemap_left.uncharted2_filmic=Uncharted 2 - Filmic
value.tonemap_left.reinhard2=Reinhard2
value.tonemap_left.filmic=Filmic
value.tonemap_left.GTTonemap=Gran Turismo
value.tonemap_left.uchimura=Uchimura
value.tonemap_left.agxTonemap=AgX
value.tonemap_left.doSimpleTonemap=Simple

option.tonemap_right=Tonemap Right
option.tonemap_right.comment=Changes which tonemap is used.
value.tonemap_right.DoCompTonemap=Complementary Default
value.tonemap_right.DoBSLTonemap=BSL/Complementary
value.tonemap_right.ACESTonemap=ACES
value.tonemap_right.ACESRedModified=ACES Red Modified
value.tonemap_right.BurgessTonemap=Burgess
value.tonemap_right.LottesTonemap=Lottes
value.tonemap_right.uncharted2_tonemap_partial=Uncharted 2
value.tonemap_right.uncharted2_filmic=Uncharted 2 - Filmic
value.tonemap_right.reinhard2=Reinhard2
value.tonemap_right.filmic=Filmic
value.tonemap_right.GTTonemap=Gran Turismo
value.tonemap_right.uchimura=Uchimura
value.tonemap_right.agxTonemap=AgX
value.tonemap_right.doSimpleTonemap=Simple

option.ACES_EXPOSURE=Exposure
option.ACES_EXPOSURE.comment=Adjusts the overall brightness of the image.
option.ACES_WHITE=White Curve
option.ACES_WHITE.comment=Adjusts how easily the colors reach to full white.
option.ACES_BRIGHTNESS_ROLLOFF=Brightness Rolloff
option.ACES_BRIGHTNESS_ROLLOFF.comment=Adjusts the brightness rolloff for the ACES tonemap.

option.AGX_LOOK=AgX Look
value.AGX_LOOK.0=Default
value.AGX_LOOK.1=Golden
value.AGX_LOOK.2=Punchy
value.AGX_LOOK.3=Custom
option.AGX_R=AgX - Red
option.AGX_G=AgX - Green
option.AGX_B=AgX - Blue
option.AGX_POWER=AgX Power
option.AGX_SATURATION=AgX Saturation

option.COLOR_MULTIPLIER_COMPARISON=Color Multiplier Comparison
option.COLOR_MULTIPLIER_COMPARISON.comment=This option let's you easily compare the lighting and atmosphere color multiplier values to the default values of the shaderpack.

option.REFLECTIVE_WORLD=Reflective World
option.REFLECTIVE_WORLD.comment=The entire world is a mirror but you can't see yourself. RIP.

option.WAVE_EVERYTHING=Wave Everything
option.WAVE_EVERYTHING.comment=Dale a tu cuerpo alegría Macarena.

option.INTERACTIVE_FOLIAGE=Interactive Foliage
option.INTERACTIVE_FOLIAGE.comment=Makes Foliage bend away from the player for a more immersive experience.

option.EMIN_BOAT=Emin B O A T
option.EMIN_BOAT.comment=Ride boats like Emin intended.

option.MONOTONE_WORLD=Monotone World
option.MONOTONE_WORLD.comment=Make the world colorless! Wuuuuw!
value.MONOTONE_WORLD.0=OFF
value.MONOTONE_WORLD.1=White
value.MONOTONE_WORLD.2=Black
value.MONOTONE_WORLD.3=Gray

option.SEASONS=Seasons
option.SEASONS.comment=Changes the colors of the environment based on the worldTime. In the winter there's also snow! §e[*]§r RP Support option is recommended to be set to Integrated PBR+
value.SEASONS.0=OFF
value.SEASONS.1=Cycling
value.SEASONS.2=Summer
value.SEASONS.3=Autumn
value.SEASONS.4=Winter
value.SEASONS.5=Spring

option.SEASON_START=Starting Season
option.SEASON_START.comment=Season the cycle starts at.
value.SEASON_START.0=Summer
value.SEASON_START.1=Autumn
value.SEASON_START.2=Winter
value.SEASON_START.3=Spring

option.SEASON_LENGTH=Season Duration
option.SEASON_LENGTH.comment=Change the duration of a season in Minecraft Days.
value.SEASON_LENGTH.1=1 Minecraft Day
suffix.SEASON_LENGTH=\ Minecraft Days

option.SEASON_TRANSITION_START=Transition Start
option.SEASON_TRANSITION_START.comment=The transition to the next season will start when this percentage of the season passed.
value.SEASON_TRANSITION_START.0=Immediately
value.SEASON_TRANSITION_START.1=Half of the Season
value.SEASON_TRANSITION_START.2=66% of the Season
value.SEASON_TRANSITION_START.3=75% of the Season
value.SEASON_TRANSITION_START.4=80% of the Season
value.SEASON_TRANSITION_START.9=90% of the Season

option.SEASON_COLOR_DESATURATION=Color Desaturation
option.SEASON_COLOR_DESATURATION.commnet=Desaturates the colors of the environment.

option.SNOW_CONDITION=Snow Condition
option.SNOW_CONDITION.comment=Determines the condition(s) for the snow to appear.
value.SNOW_CONDITION.0=Snow Biome & Raining
value.SNOW_CONDITION.1=Snow Biome
value.SNOW_CONDITION.2=Everywhere

option.SNOW_NOISE_INTENSITY=Noise Intensity
option.SNOW_NOISE_INTENSITY.comment=Change how strong the snow noise is.

option.SNOW_NOISE_REMOVE_INTENSITY=Snow Remove Intensity

option.SNOW_SIZE=Snow Resolution
option.SNOW_SIZE.comment=Change the resolution or size of the noise.
value.SNOW_SIZE.0=Auto

option.MELTING_RADIUS=Melting Radius
option.MELTING_RADIUS.comment=Change the radius snow melts around light sources.

option.SNOW_TRANSPARENCY=Snow Transparency
option.SNOW_TRANSPARENCY.comment=Change the transparency of the snow.

option.SSS_SEASON_SNOW=Season Snow SSS
option.SSS_SEASON_SNOW.comment=Adds subsurface scattering to the snow from the seasons option.

option.WINTER_GREEN_AMOUNT=Winter Green Amount

option.LESS_LEAVES=Less Leaves
value.LESS_LEAVES.0=OFF

option.AUTUMN_CONDITION=Only In Forest

option.AUTUMN_NOISE_SIZE=Color Noise Size
option.AUTUMN_NOISE_SIZE.comment=Size of the noise which produces the leaf color gradient

option.LEAVES_ON_GROUND=Leaves On The Ground
option.LEAVES_ON_GROUND.comment=Leaves will be on the ground in autumn.

option.EXTRA_FLOOR_LEAVES_IN_FORESTS=Extra Floor Leaves In Forests
option.EXTRA_FLOOR_LEAVES_IN_FORESTS.comment=More leaves will be on the ground in forests.

option.AUTUMN_STRENGTH=Autumn Strength
option.AUTUMN_STRENGTH.comment=Change the color overwrite in autumn.

option.FLOWER_DENSITY=Flower Density
option.FLOWER_SIZE=Flower Resolution
option.FLOWER_AMOUNT=Flower Amount
value.FLOWER_AMOUNT.0=OFF
option.SPRING_GREEN_INTENSITY=Spring Intensity
option.EMISSIVE_SPRING_FLOWERS=Emissive Spring Flowers
option.EMISSIVE_SPRING_FLOWERS.comment=Option to turn emission from seasons spring flowers on if using the Emissive Flowers Option found in the Euphoria Material settings page
option.DISABLE_SPRING_IN_DRY_BIOMES=Disable In Dry Biomes

option.SUMMER_STRENGTH=Summer Strength

option.INTENSE_DEEP_DARK=Intense Deep Dark
option.INTENSE_DEEP_DARK.comment=Makes the deep dark intenser. §e[*]§r Player needs to have the darkness effect applied.

option.END_AMBIENT_INFLUENCE=Ambient Color Influence
option.END_AMBIENT_INFLUENCE.comment=The ambient color is at 0.00 default and user defined at 1.00.
option.END_AMBIENT_R_NEW=Ambient Color - Red
option.END_AMBIENT_G_NEW=Ambient Color - Green
option.END_AMBIENT_B_NEW=Ambient Color - Blue
option.END_AMBIENT_I=Ambient Color - Intensity

option.ATLAS_ROTATION=Atlas Rotation
option.ATLAS_ROTATION.comment=:).

option.NETHER_NOISE=Nether Sky Noise
option.NETHER_NOISE.comment=Makes the Nether sky above the Nether roof more interesting.
value.NETHER_NOISE.0=OFF
value.NETHER_NOISE.1=ON

option.MCBL_MAIN_DEFINE=Euphoria Colored Lighting
option.MCBL_MAIN_DEFINE.comment=Enables multi-colored blocklight. Set to to ACT + Screen-Space to use the screen-space system alongside Advanced Colored Tracing. ACT + SSBL + Dynamic Lighting Support can produce incorrect results in modded environments - should only be used in vanilla with a dynamic lighting mod. §e[*]§rOnly works on 1.16.5 and above or on Angelica.
value.MCBL_MAIN_DEFINE.0=OFF
value.MCBL_MAIN_DEFINE.1=Screen-Space
value.MCBL_MAIN_DEFINE.2=ACT + Screen-Space
value.MCBL_MAIN_DEFINE.3=ACT + SSBL + Dynamic Lighting Support

option.MCBL_INFLUENCE=Multi-Colored Blocklight Influence
option.MCBL_INFLUENCE.comment=Controls how much the multi-colored blocklight affects the default blocklight color.

option.SSS_SNOW_ICE=Snow and Ice SSS
option.SSS_SNOW_ICE.comment=Adds subsurface scattering to snow and ice blocks.

option.BEDROCK_NOISE=Bedrock Noise
option.BEDROCK_NOISE.comment=Adds a noise effect below bedrock in the Nether and Overworld.

option.SOUL_SAND_VALLEY_OVERHAUL=Soul Sand Valley Overhaul
option.SOUL_SAND_VALLEY_OVERHAUL.comment=Makes fire related blocks, entities and particles blue in the soul sand valley.

option.PURPLE_END_FIRE=Purple End Fire
option.PURPLE_END_FIRE.comment=Makes fire related blocks, entities and particles purple in the End. §e[*]§r RP Support option must be set to Integrated PBR+ for best results.

option.NO_RAIN_ABOVE_CLOUDS=No Rain Above Clouds
option.NO_RAIN_ABOVE_CLOUDS.comment=Disables rain above the clouds. Doesn't work well if the vanilla cloud height was changed with the vanilla clouds enabled.

option.RAIN_FADE_TIMER=Rain Fade Timer
option.RAIN_FADE_TIMER.comment=Change the time it takes for rain related effects to fade in and out. Affected effects are clouds, rain puddles, fog, rainbow and more. §e[*]§r Only works on Iris and derivatives.

option.RAIN_TEX_OPACITY_MULTIPLIER=Rain Opacity Multiplier
option.RAIN_TEX_OPACITY_MULTIPLIER.comment=Change the opacity of the rain particle texture, making the rain look heavier or lighter.
option.SNOW_TEX_OPACITY_MULTIPLIER=Snow Opacity Multiplier
option.SNOW_TEX_OPACITY_MULTIPLIER.comment=Change the opacity of the snow particle texture, making the snow look heavier or lighter.

option.DOF_SNEAKING=DoF Sneaking & Spyglass
option.DOF_SNEAKING.comment=Only activate the world blur option while sneaking and holding a spyglass.

option.CLEAR_SKY_WHEN_RAINING=Clearer Sky During Rain
option.CLEAR_SKY_WHEN_RAINING.comment=Make stars and other sky effects slightly visible while raining.

option.RETRO_ON=Retro Global Toggle

option.RETRO_LOOK=Retro Look
option.RETRO_LOOK.comment=Change betwen different retro presets.
value.RETRO_LOOK.0=OFF
value.RETRO_LOOK.1=Outlines
value.RETRO_LOOK.2=Outlines - Night Vision Only

option.RETRO_LOOK_R= Retro Look - Red
option.RETRO_LOOK_G= Retro Look - Green
option.RETRO_LOOK_B= Retro Look - Blue
option.RETRO_LOOK_I= Retro Look - Intensity

option.CURVE_DISPLAY=Curved Display
option.CURVE_DISPLAY.comment=Make the display curved.
option.CURVATURE_AMOUNT=Curvature Amount
option.BORDER_AMOUNT=Border Amount
option.SCREEN_ROUNDNESS=Screen Roundness

option.STATIC_NOISE=Static Noise
value.STATIC_NOISE.0=OFF
option.MIN_STATIC_STRENGTH=Minimum Strength
option.MAX_STATIC_STRENGTH=Maximum Strength
option.STATIC_SPEED=Static Noise Speed

option.HORIZONTAL_NOISE=Horizontal Noise
value.HORIZONTAL_NOISE.0=OFF
option.HORIZONTAL_NOISE_INTENSITY=Horizontal Noise Intensity
option.HORIZONTAL_NOISE_SPEED=Horizontal Noise Speed

option.VERTICAL_SCREEN_DISPLACEMENT=Vertical Screen Displacement
option.VERTICAL_EDGE_GLITCH=Edge Glitch Intensity
value.VERTICAL_EDGE_GLITCH.1.00=OFF
option.VERTICAL_SCROLL_SPEED=Scroll Speed
value.VERTICAL_SCROLL_SPEED.0.00=OFF
option.VERTICAL_STUTTER_SPEED=Stutter Speed
value.VERTICAL_STUTTER_SPEED.0.00=OFF
option.VERTICAL_SCROLL_FREQUENCY=Scroll Frequency
option.VERTICAL_STUTTER_FREQUENCY=Stutter Frequency

option.PIXELATED_SCREEN_SIZE=Pixel Size
option.PIXELATED_SCREEN_SIZE.comment=Activate a screen pixelation effect and change the size of the pixels.
value.PIXELATED_SCREEN_SIZE.0=OFF
option.PIXELATED_SCREEN_SMOOTHNESS=Pixel Smoothness
option.PIXELATED_SCREEN_SMOOTHNESS.comment=Changes the smoothness of the pixelated screen effect. Higher values make the pixels blend together more.
option.COLOR_LEVELS=Posterization
option.COLOR_LEVELS.comment=Reduces the number of colors in the image to give it a more retro look.
option.POSTERIZE_STRENGTH=Posterization Strength
option.POSTERIZE_STRENGTH.comment=Changes how strong the posterization effect is.
value.POSTERIZE_STRENGTH.0.0=OFF

option.PALETTE_SWAP=Palette
option.PALETTE1R=Color1 Red
option.PALETTE1G=Color1 Green
option.PALETTE1B=Color1 Blue
option.PALETTE2R=Color2 Red
option.PALETTE2G=Color2 Green
option.PALETTE2B=Color2 Blue
option.PALETTE3R=Color3 Red
option.PALETTE3G=Color3 Green
option.PALETTE3B=Color3 Blue
option.PALETTE4R=Color4 Red
option.PALETTE4G=Color4 Green
option.PALETTE4B=Color4 Blue
option.PALETTE5R=Color5 Red
option.PALETTE5G=Color5 Green
option.PALETTE5B=Color5 Blue
option.PALETTE6R=Color6 Red
option.PALETTE6G=Color6 Green
option.PALETTE6B=Color6 Blue
option.USE_TEXTURE_PALETTE=Texture Palette
option.USE_TEXTURE_PALETTE.comment=Uses the palette PNG image from the palettes folder instead of the GUI Settings one.
value.USE_TEXTURE_PALETTE.0=Off

option.SCREEN_DITHERING=Dithering
option.SCREEN_DITHERING.comment=Adds dithering to the screen to simulate more colors than the palette allows.
option.SCREEN_DITHER_AMOUNT=Dither Amount
option.SCREEN_DITHER_I=Dither Intensity

option.SCANLINE=Scanline
value.SCANLINE.0=OFF
option.SCANLINE_FREQUENCY=Scanline Frequency
option.SCANLINE_SPEED=Scanline Speed
option.SCANLINE_AMOUNT=Scanline Amount
option.SCANLINE_NEW_MONOCHROME=Monchrome Color
option.SCANLINE_NEW_DIRECTION=Scanline Direction
value.SCANLINE_NEW_DIRECTION.false=Horizontal
value.SCANLINE_NEW_DIRECTION.true=Vertical
option.SCANLINE_R=Red Multiplier
option.SCANLINE_G=Green Multiplier
option.SCANLINE_B=Blue Multiplier

option.HALFTONE=Halftone
option.HALFTONE_MONOCHROME=Grayscale
option.HALFTONE_BRIGHTNESS=Halftone Brightness
option.HALFTONE_SCALE=Dots Scale
option.HALFTONE_ANGLE=Dots Angle

option.SPEED_LINES=Speed Lines
value.SPEED_LINES.0=OFF
value.SPEED_LINES.1=ON - While Fast
value.SPEED_LINES.2=ON - While Fast & Sprinting
value.SPEED_LINES.3=ON
option.SPEED_LINES_TRANSPARENCY=Speed Lines Opacity
option.SPEED_LINES_SPEED=Intensity
option.SPEED_LINE_THICKNESS=Line Size

option.CAMERA_NOISE_OVERLAY=Camera Noise Overlay
value.CAMERA_NOISE_OVERLAY.0=OFF
value.CAMERA_NOISE_OVERLAY.1=Noise 1
option.CAMERA_NOISE_OVERLAY_INTENSITY=Noise Intensity

option.LONG_EXPOSURE=Long Exposure
option.LONG_EXPOSURE.comment=Disable the GUI by pressing F1 and stand still. The Celestial mode is specifically made to improve the look of stars and bright objects while objects in the Temporal mode would fade over time.
value.LONG_EXPOSURE.0=OFF
value.LONG_EXPOSURE.1=Celestial Accumulation
value.LONG_EXPOSURE.2=Temporal Weighting

option.TILT_SHIFT=Tilt X
option.TILT_SHIFT.comment=Tilt-Shift Effect - Horizontal
value.TILT_SHIFT.0=OFF

option.TILT_SHIFT2=Tilt Y
option.TILT_SHIFT2.comment=Tilt-Shift Effect - Vertical
value.TILT_SHIFT2.0=OFF

option.DOF_VIEW_FOCUS_NEW2=§cDOF Focus Plane & Spyglass
option.DOF_VIEW_FOCUS_NEW2.comment=Makes the Focus Plane of DOF visible when the GUI visible and the player is holding a spyglass.

option.DOF_SHAPE=Shape
option.DOF_SHAPE.comment=Depth of Field Shape
value.DOF_SHAPE.0=Original
value.DOF_SHAPE.3=Triangle
value.DOF_SHAPE.4=Square
value.DOF_SHAPE.5=Pentagon
value.DOF_SHAPE.6=Hexagon
value.DOF_SHAPE.7=Heptagon
value.DOF_SHAPE.8=Octagon

option.DOF_POLYGON_SAMPLES=Polygon Samples
option.DOF_POLYGON_SAMPLES.comment=Number of samples to take for polygon shapes. The higher the value, the smoother the shape will be. §c[-]§r Performance decreases with higher values.

option.DOF_POLYGON_RINGS=Ring Amount
option.DOF_POLYGON_RINGS.comment=Number of rings to use for polygon shapes. The higher the value, the smoother the shape will be. §c[-]§r Performance decreases with higher values.

option.DOF_SHAPE_ROTATION_DEGREES=Rotation
option.DOF_SHAPE_ROTATION_DEGREES.comment=Rotation of the depth of field shape in degrees.

option.LET_THERE_BE_COLORS=LET THERE BE COLORS

option.MOSS_NOISE=Moss Noise
option.MOSS_SIZE=Pixel Size
option.MOSS_NOISE_INTENSITY=Noise Intensity
option.MOSS_NOISE_REMOVE_INTENSITY=Remove Noise Intensity
option.MOSS_TRANSPARENCY=Moss Transparency
option.MOSS_IN_CAVES=Moss Active In
value.MOSS_IN_CAVES.0=Effect Only In Lush Caves
value.MOSS_IN_CAVES.1=Everywhere Enabled
value.MOSS_IN_CAVES.2=Disabled
option.MOSS_SIDE_INTENSITY=Moss On Walls Intensity
option.MOSS_NOISE_DISTANCE=Moss Noise Distance

option.SAND_NOISE=Sand Noise
option.SAND_CONDITION=Sand Condition
value.SAND_CONDITION.0=Only in sandy biomes
value.SAND_CONDITION.1=All Warm Biomes
value.SAND_CONDITION.2=Everywhere
option.SAND_SIZE=Pixel Size
option.SAND_NOISE_INTENSITY=Noise Intensity
option.SAND_NOISE_REMOVE_INTENSITY=Remove Noise Intensity
option.SAND_TRANSPARENCY=Sand Transparency
option.SAND_IN_CAVES=Sand In Caves
value.SAND_IN_CAVES.true=Enabled
value.SAND_IN_CAVES.false=Disabled
option.SAND_SIDE_INTENSITY=Sand On Walls Intensity
option.SAND_NOISE_DISTANCE=Sand Noise Distance

option.MAIN_GRID_INTERVAL=Main Grid
value.MAIN_GRID_INTERVAL.1=OFF
option.SUB_GRID_INTERVAL=Sub-Grid
value.SUB_GRID_INTERVAL.1=OFF
option.GRID_CONDITION=Grid Condition
value.GRID_CONDITION.0=No Condition
value.GRID_CONDITION.1=Sneaking
value.GRID_CONDITION.2=Holding Spyglass

option.EMISSIVE_FLOWERS=Emissive Flowers
value.EMISSIVE_FLOWERS.0=OFF
value.EMISSIVE_FLOWERS.1=ON
value.EMISSIVE_FLOWERS.2=ON - Dark or Raining

option.EMISSIVE_FLOWERS_TYPE=Emissive Flower Type
value.EMISSIVE_FLOWERS_TYPE.0=All
value.EMISSIVE_FLOWERS_TYPE.1=Cold Colors
value.EMISSIVE_FLOWERS_TYPE.2=Warm Colors

option.EMISSIVE_FLOWERS_STRENGTH=Glow Intensity

option.DISTANCE_MIN_LIGHT=Cave Lighting Fade
option.DISTANCE_MIN_LIGHT.comment=Makes the caves darker with increased distance from the player. Improves the look of caves with a higher Cave Lighting setting.
value.DISTANCE_MIN_LIGHT.0=OFF

option.EMISSIVE_DRAGON_EGG=Emissive Dragon Egg

option.VANILLA_ENTITY_SHADOWS=Vanilla Entity Shadows
option.VANILLA_ENTITY_SHADOWS.comment=Enables vanilla entity shadows when realtime shadows are disabled.

option.FROGLIGHT_SATURATION=Froglight Saturation
value.FROGLIGHT_SATURATION.1=Default
value.FROGLIGHT_SATURATION.2=2x
value.FROGLIGHT_SATURATION.3=3x

option.RENKO_CUT=Renko's Cut of EP
option.RENKO_CUT.comment=Earned in a fair fight in the Complisseum

option.GLITTER_RAIN=Glitter Rain
option.GLITTER_RAIN.comment=Sprinkle those raindrops with glitter and spend the day sparkling
value.GLITTER_RAIN.0=OFF
value.GLITTER_RAIN.1=ON - Random Time
value.GLITTER_RAIN.2=ON - Always

option.HAND_BLOCKLIGHT_FLICKERING=Handheld Blocklight Flickering
value.HAND_BLOCKLIGHT_FLICKERING.0=OFF

option.SSS_STRENGTH=Subsurface Scattering
value.SSS_STRENGTH.0=OFF
value.SSS_STRENGTH.1=ON

option.PIXEL_WATER=Procedural Pixel Water
option.PIXEL_WATER.comment=Generated procedural pixelated water texture.
value.PIXEL_WATER.0=OFF
value.PIXEL_WATER.1=ON

option.PIXELATED_WATER_REFLECTIONS=Pixelated Water Reflections
option.PIXELATED_WATER_REFLECTIONS.comment=Pixelate the water reflections.

option.COMP_WATER_TWEAKS=Complementary Water Tweaks
option.COMP_WATER_TWEAKS.comment=Color tweaks to water done by the Shaderpack

option.CAVE_SMOKE=Cave Smoke
option.CAVE_SMOKE.comment=Adds a smoke effect to the volumetric blocklight fog when in a cave. §c[-]§r This effect can impact performance. §e[*]§r This feature only works if Advanced Colored Tracing is enabled in Performance Settings.

option.WAVING_SUGAR_CANE=Waving Sugar Cane

option.SUN_GLARE_AMOUNT=Sun Glare Amount
value.SUN_GLARE_AMOUNT.0=OFF

option.MOON_GLARE_AMOUNT=Moon Glare Amount
value.MOON_GLARE_AMOUNT.0=OFF

option.SUN_MOON_IPBR=Sun/Moon IPBR
option.SUN_MOON_IPBR.comment=Enable or disable the IntegratedPBR for the sun and moon
value.SUN_MOON_IPBR.0=OFF
value.SUN_MOON_IPBR.1=Sun Only
value.SUN_MOON_IPBR.2=Moon Only
value.SUN_MOON_IPBR.3=Sun and Moon

option.DAYLIGHT_STARS=Daylight Stars
option.DAYLIGHT_STARS.comment=Enables Stars during the day

option.FROZEN_TIME=Frozen Time
option.FROZEN_TIME_COMMENT=Freezes shader animation time, shader effects which rely on frame based animation will be frozen and thus allowing for good comparison screenshots.

option.DARKER_DEPTH_OCEANS=Deeper Darker Oceans
option.DARKER_DEPTH_OCEANS.comment=Light decreases with depth of the Ocean
value.DARKER_DEPTH_OCEANS.0=OFF

option.WEATHER_TEX_R=Weather Texture - Red
option.WEATHER_TEX_G=Weather Texture - Green
option.WEATHER_TEX_B=Weather Texture - Blue

option.EMISSIVE_SOUL_SAND=Glowing Soul Sand Eyes
option.EMISSIVE_SOUL_SAND.comment=Makes the eyes of the Soul Sand block glow when standing on it. §e[*]§r RP Support option must be set to Integrated PBR+. Default Vanilla Texture Only.

option.BEACON_BEAM_EMISSION=Beacon Beam Emission
option.BEACON_BEAM_EMISSION.comment=Change the emission strength of the beacon beam

option.PINKER_CHERRY_LEAVES=Pinker Cherry Leaves

option.LIGHTMAP_CURVES=Lightmap Curves
option.LIGHTMAP_CURVES.comment=Change the lightmap curves of the world.
option.UPPER_LIGHTMAP_CURVE=Upper Lightmap Curve
option.UPPER_LIGHTMAP_CURVE.comment=Change the Upper Lightmap Curve Intensity
option.LOWER_LIGHTMAP_CURVE=Lower Lightmap Curve
option.LOWER_LIGHTMAP_CURVE.comment=Change the Lower Lightmap Curve Intensity

option.ALTERNATIVE_AMETHYST_STYLE=Alternative Amethyst
value.ALTERNATIVE_AMETHYST_STYLE.0=Default
value.ALTERNATIVE_AMETHYST_STYLE.1=Shiny Pink

option.SHOCKWAVE=Shockwave
value.SHOCKWAVE.0=OFF
value.SHOCKWAVE.1=Circle
value.SHOCKWAVE.2=Square
option.SHOCKWAVE.comment=Crouch and find out!

option.STAR_LAYER_OW=Star Layer
option.STAR_LAYER_OW.comment=Adds additional stars to the current stars, larger or smaller ones
value.STAR_LAYER_OW.0=OFF
value.STAR_LAYER_OW.1=Smaller Layer
value.STAR_LAYER_OW.2=Bigger Layer
value.STAR_LAYER_OW.3=Both Layers

option.STAR_LAYER_END=Star Layer
option.STAR_LAYER_END.comment=Adds additional stars to the current stars, larger or smaller ones
value.STAR_LAYER_END.0=OFF
value.STAR_LAYER_END.1=Smaller Layer
value.STAR_LAYER_END.2=Bigger Layer
value.STAR_LAYER_END.3=Both Layers

option.STAR_ROUNDNESS_END=Round Stars
value.STAR_ROUNDNESS_END.0=OFF

option.STAR_ROUNDNESS_OW=Round Stars
value.STAR_ROUNDNESS_OW.0=OFF

option.STAR_SOFTNESS_OW=Star Softness

option.STAR_SOFTNESS_END=Star Softness

option.STAR_COLOR_1_OW_R=Star 1 - Red
option.STAR_COLOR_1_OW_G=Star 1 - Green
option.STAR_COLOR_1_OW_B=Star 1 - Blue

option.STAR_COLOR_2_OW_R=Star 2 - Red
option.STAR_COLOR_2_OW_G=Star 2 - Green
option.STAR_COLOR_2_OW_B=Star 2 - Blue

option.STAR_COLOR_3_OW_R=Star 3 - Red
option.STAR_COLOR_3_OW_G=Star 3 - Green
option.STAR_COLOR_3_OW_B=Star 3 - Blue

option.STAR_COLOR_VARIATION_OW=Color Intensity
value.STAR_COLOR_VARIATION_OW.0.0=OFF

option.STAR_COLOR_1_END_R=Star 1 - Red
option.STAR_COLOR_1_END_G=Star 1 - Green
option.STAR_COLOR_1_END_B=Star 1 - Blue

option.STAR_COLOR_2_END_R=Star 2 - Red
option.STAR_COLOR_2_END_G=Star 2 - Green
option.STAR_COLOR_2_END_B=Star 2 - Blue

option.STAR_COLOR_3_END_R=Star 3 - Red
option.STAR_COLOR_3_END_G=Star 3 - Green
option.STAR_COLOR_3_END_B=Star 3 - Blue

option.STAR_COLOR_VARIATION_END=Color Intensity
value.STAR_COLOR_VARIATION_END.0.0=OFF

option.CELESTIAL_BOTH_HEMISPHERES=Full Sky Celestials
option.CELESTIAL_BOTH_HEMISPHERES.comment=Renders celestial objects (stars, sun, moon, nebula) across the entire sky rather than just above the horizon, creating a more immersive skybox effect.

option.SHOOTING_STARS=Shooting Stars
option.SHOOTING_STARS_SIZE=Size
option.SHOOTING_STARS_SIZE.comment=Change the size of the shooting stars. The bigger the setting the bigger the shooting stars will be.
option.SHOOTING_STARS_SPEED=Speed
option.SHOOTING_STARS_CHANCE=Chance
option.SHOOTING_STARS_CHANCE.comment=Chance of a shooting star spawning - the higher the setting the more frequent shooting stars will appear.
option.SHOOTING_STARS_COUNT=Amount
option.SHOOTING_STARS_COUNT.comment=How many shooting stars will appear at once in the sky
option.SHOOTING_STARS_LINE_THICKNESS=Line Width
option.SHOOTING_STARS_LINE_THICKNESS.comment=Change the width of the shooting stars line.
option.SHOOTING_STARS_TRAIL_LENGTH=Line Length
option.SHOOTING_STARS_TRAIL_LENGTH.comment=Change the length of the shooting stars line.

option.HIDE_VANILLA_STARS=Hide Vanilla Stars
option.HIDE_VANILLA_STARS.comment=Hides the vanilla stars in the sky.

option.SITUATIONAL_GLOWING_TRIMS=Situational Glowing Trims
option.SITUATIONAL_GLOWING_TRIMS.comment=Trims will only glow in caves and at night. §e[*]§r Glowing Trims must be enabled for this to work.

option.DO_IPBR_LIGHTS=ACT IPBR Lights
option.DO_IPBR_LIGHTS.comment=This option makes the non-light sources in the game emmit light if it is emissive via the shader. (Recomended: On)

option.NIGHT_DESATURATION=Darkness Desaturation
option.NIGHT_DESATURATION.comment=Desaturates the colors of the environment in dark areas.

option.NIGHT_DESATURATION_OW=Overworld Intensity
value.NIGHT_DESATURATION_OW.0=OFF
value.NIGHT_DESATURATION_OW.300=Black/White

option.NIGHT_DESATURATION_NETHER=Nether Intensity
value.NIGHT_DESATURATION_NETHER.0=OFF
value.NIGHT_DESATURATION_NETHER.300=Black/White

option.NIGHT_DESATURATION_END=End Intensity
value.NIGHT_DESATURATION_END.0=OFF
value.NIGHT_DESATURATION_END.300=Black/White

option.NIGHT_CAVE_DESATURATION=Cave Desaturation
option.NIGHT_CAVE_DESATURATION.comment=Desaturates the colors of the environment in caves.
value.NIGHT_CAVE_DESATURATION.0=OFF

option.NIGHT_DESATURATION_REMOVE_NEAR_LIGHTS=Remove Near Lights
option.NIGHT_DESATURATION_REMOVE_NEAR_LIGHTS.comment=Removes the desaturation effect near light sources.
option.NIGHT_DESATURATION_REMOVE_LIGHTS_IN_HAND=Remove With Handheld Light
option.NIGHT_DESATURATION_REMOVE_LIGHTS_IN_HAND.comment=Removes the desaturation effect when holding a light source.
option.NIGHT_DESATURATION_REMOVE_NIGHT_VISION=Remove With Night Vision
option.NIGHT_DESATURATION_REMOVE_NIGHT_VISION.comment=Removes the desaturation effect when using night vision.
option.PURKINJE_RENDER_DISTANCE_FADE=Render Distance Fade
option.PURKINJE_RENDER_DISTANCE_FADE_NETHER=Nether Render Distance Fade
option.PURKINJE_RENDER_DISTANCE_FADE_END=End Render Distance Fade
option.NO_PURKINJE_IN_SKYBOX=No Skybox Desaturation

option.MOON_PHASE_INF_PURKINJE=Moon Phased Night Desaturation
option.MOON_PHASED_DESATURATION_SETTINGS.comment=Adjusts the amount of desaturation based on the current phase of the moon.

option.MOON_PHASE_FULL_PURKINJE=Full Moon
option.MOON_PHASE_FULL_PURKINJE.comment=Desaturation strength during the Full Moon phase (brightest phase).
value.MOON_PHASE_FULL_PURKINJE.0=OFF
value.MOON_PHASE_FULL_PURKINJE.300=Black/White

option.MOON_PHASE_PARTIAL_PURKINJE=Partial Moon
option.MOON_PHASE_PARTIAL_PURKINJE.comment=Desaturation strength during all moon phases between Full Moon and Dark Moon. This is the phase you will see the most in Minecraft.
value.MOON_PHASE_PARTIAL_PURKINJE.0=OFF
value.MOON_PHASE_PARTIAL_PURKINJE.300=Black/White

option.MOON_PHASE_DARK_PURKINJE=Dark Moon
option.MOON_PHASE_DARK_PURKINJE.comment=Desaturation strength during New Moon (darkest phase).
value.MOON_PHASE_DARK_PURKINJE.0=OFF
value.MOON_PHASE_DARK_PURKINJE.300=Black/White

option.DELTARUNE_BATTLE_BACKGROUND=Deltarune Battle Background
value.DELTARUNE_BATTLE_BACKGROUND.0=OFF
value.DELTARUNE_BATTLE_BACKGROUND.1=ON - Sky Only
value.DELTARUNE_BATTLE_BACKGROUND.2=ON - Except Entities

option.END_CRYSTAL_EMISSION=End Crystal Emission

option.CLEAR_WATER_SPOTS=Clear Water Spots
option.CLEAR_WATER_SPOTS.comment=Adds clear spots to the water to add some variety. §e[*]§r Requires a type of wavy waves, either Unbound or Reimagined + Waves.

option.ACT_ORE_INTENSITY=ACT Ore Intensity
option.ACT_ORE_INTENSITY.comment=Change the ACT light intensity of ores.
value.ACT_ORE_INTENSITY.0.0=OFF

option.ENTITIES_ARE_LIGHT=Entities Are Light

option.WATER_CAUSTIC_STRENGTH=Water Caustic Strength
option.WATER_CAUSTIC_STRENGTH.comment=Change the strength of the caustic effect in water.

option.ROUGHNESS_MULTIPLIER=Roughness Mask
option.ROUGHNESS_MULTIPLIER.comment=Change where materials are rough.

option.ROUGHNESS_INTENSITY=Roughness Intensity
option.ROUGHNESS_INTENSITY.comment=Change the roughness of the materials and make the more or less shiny.

option.SHADOW_SATURATION=Shadow Saturation
option.SHADOW_SATURATION.comment=Change the saturation of the shadows and light shafts. §e[*]§r This setting only works if "Real-Time Shadows" is set to Low or higher.

option.SMOKE_PARTICLE_OPACITY=Smoke Particle Opacity

option.END_SUN_ANGLE=End Sun Angle
option.END_SUN_ANGLE.comment=Adjusts the angle of sun/moon relative to the world during noon.
value.END_SUN_ANGLE.60=60
value.END_SUN_ANGLE.50=50
value.END_SUN_ANGLE.40=40
value.END_SUN_ANGLE.30=30
value.END_SUN_ANGLE.20=20
value.END_SUN_ANGLE.10=10
value.END_SUN_ANGLE.0=0 §r(§bDefault§r)
value.END_SUN_ANGLE.-10=-10
value.END_SUN_ANGLE.-20=-20
value.END_SUN_ANGLE.-30=-30
value.END_SUN_ANGLE.-40=-40
value.END_SUN_ANGLE.-50=-50
value.END_SUN_ANGLE.-60=-60

option.PIXELATED_NEBULA=Pixelated Nebula
value.PIXELATED_NEBULA.0=OFF
option.NEBULA_ZOOM_LEVEL=Zoom Level
option.NEBULA_ZOOM_LEVEL.comment=Change how zoomed in the nebula is in the sky.
option.NEBULA_AMOUNT=Amount
option.NEBULA_AMOUNT.comment=Change how much the nebulae cover the sky.
option.NEBULA_PATTERN_WARP=Swirl
option.NEBULA_PATTERN_WARP.comment=Change how distorted the nebulae are.
value.NEBULA_PATTERN_WARP.0=OFF
option.NEBULA_HORIZON_STRENGTH=Horizon Visibility
option.NEBULA_HORIZON_STRENGTH.comment=Change how much the nebulae are visible at the horizon.
value.NEBULA_HORIZON_STRENGTH.10=Default

option.NEBULA_R_1=Nebula 1 - Red
option.NEBULA_G_1=Nebula 1 - Green
option.NEBULA_B_1=Nebula 1 - Blue
option.NEBULA_R_2=Nebula 2 - Red
option.NEBULA_G_2=Nebula 2 - Green
option.NEBULA_B_2=Nebula 2 - Blue
option.NEBULA_R_3=Nebula 3 - Red
option.NEBULA_G_3=Nebula 3 - Green
option.NEBULA_B_3=Nebula 3 - Blue

option.NEBULA_SATURATION=Saturation

option.NEBULA_ONLY_STARS=Only Stars
option.NEBULA_ONLY_STARS.comment=Removes the colorful part of the nebulae and only shows the stars within them.

option.NEBULA_STAR_BRIGHTNESS=Nebula Star Brightness
option.NEBULA_STAR_BRIGHTNESS.comment=Change the brightness of the stars within the nebulae.

option.NEBULA_STAR_SIZE=Nebula Star Size
option.NEBULA_STAR_SIZE.comment=Change the size of the stars within the nebulae

option.NEBULA_STAR_AMOUNT=Nebula Star Amount
option.NEBULA_STAR_AMOUNT.comment=Change the amount of stars within the nebulae.

option.NEBULA_MOON_CONDITION=Nebula Moon Condition
option.NEBULA_MOON_CONDITION.comment=Change the moon phase condition for the nebulae.
value.NEBULA_MOON_CONDITION.0=Always
value.NEBULA_MOON_CONDITION.1=New Moon
value.NEBULA_MOON_CONDITION.2=Full Moon
value.NEBULA_MOON_CONDITION.3=Partial Moons
value.NEBULA_MOON_CONDITION.4=Random
value.NEBULA_MOON_CONDITION.5=Always Except New Moon

option.END_CENTER_LIGHTING=End Center Lighting
option.END_CENTER_LIGHTING.comment=Changes the lighting of the center of the End. §e[*]§r This feature only works on Minecraft 1.9+
value.END_CENTER_LIGHTING.0=OFF

option.END_CENTER_LIGHTING_R=Lighting - Red
option.END_CENTER_LIGHTING_G=Lighting - Green
option.END_CENTER_LIGHTING_B=Lighting - Blue

option.END_CENTER_LIGHTING_AFFECT_BLOCKLIGHT=Affects Blocklight
option.END_CENTER_LIGHTING_AFFECT_BLOCKLIGHT.comment=Changes the color of the blocklight in the End based on the center lighting color.

option.NETHER_HEAT_DISTORTION=Heat Distortion
option.NETHER_HEAT_DISTORTION.comment=Adds a heat distortion effect to the Nether.
value.NETHER_HEAT_DISTORTION.0=OFF
option.NETHER_HEAT_DISTORTION_SPEED=Speed
option.NETHER_HEAT_DISTORTION_SPEED.comment=Change the speed of the heat distortion effect.
option.NETHER_HEAT_DISTORTION_SCALE=Scale
option.NETHER_HEAT_DISTORTION_SCALE.comment=Change the scale of the heat distortion effect.

option.BLOCKLIGHT_CAUSTICS=Blocklight Caustics
option.BLOCKLIGHT_CAUSTICS.comment=Adds a caustic effect to the blocklight when underwater.

option.LENS_FLARE_SHAPE=Lens Flare Shape
option.LENS_FLARE_SHAPE.comment=Change the shape of the lens flares.
value.LENS_FLARE_SHAPE.0=Default
value.LENS_FLARE_SHAPE.3=Triangle
value.LENS_FLARE_SHAPE.4=Square
value.LENS_FLARE_SHAPE.5=Pentagon
value.LENS_FLARE_SHAPE.6=Hexagon
value.LENS_FLARE_SHAPE.7=Heptagon
value.LENS_FLARE_SHAPE.8=Octagon

option.LENS_FLARE_SHAPE_ROTATION=Lens Flare Shape Rotation
option.LENS_FLARE_SHAPE_ROTATION.comment=Change the rotation of the lens flare shapes.

option.ANAMORPHIC_LENS_FLARE=Anamorphic Lens Flare
option.ANAMORPHIC_LENS_FLARE.comment=Enable or disable anamorphic lens flares.
value.ANAMORPHIC_LENS_FLARE.0=OFF

option.WATER_CAULDRON_COLOR_OVERRIDE=Water Cauldron Color Override
option.WATER_CAULDRON_COLOR_OVERRIDE.comment=Prevents custom water surface colors settings from affecting water cauldrons.

option.END_FLASH_SHADOW=End Flash Shadows
option.END_FLASH_SHADOW.comment=Shadows in the End will be projected from the End flashes instead of the End Sun Angle. §e[*]§r This feature only works on Iris on 1.21.9+
value.END_FLASH_SHADOW.0=OFF

option.EP_END_FLASH=End Flash
option.EP_END_FLASH.comment=Changes the End Flash type, either the default one or the custom Euphoria one or both. §e[*]§r This feature only works on Iris on 1.21.9+
value.EP_END_FLASH.0=Default Only
value.EP_END_FLASH.1=Euphoria Only
value.EP_END_FLASH.2=Both

option.MIRROR_TINTED_GLASS_OPAQUE=Opaque Tinted Glass
option.MIRROR_TINTED_GLASS_OPAQUE.comment=Makes tinted glass blocks opaque (mainly for mirrors).

option.COLORED_LIGHT_FOG_RAIN_I=Colored Light Fog Rain Intensity
option.COLORED_LIGHT_FOG_RAIN_I.comment=Change the intensity of the colored light fog during rain.
value.COLORED_LIGHT_FOG_RAIN_I.0=Default

option.BLOOD_MOON=Blood Moon
option.BLOOD_MOON.comment=Enables Blood Moons which happen every X Minecraft nights user has set in this option. Blood Moons don't happen on the first night if set to anything above Every Night. Blood Moond don't happen on new moons if set to anything above Every Night.
value.BLOOD_MOON.0=OFF
value.BLOOD_MOON.1=Every Night
suffix.BLOOD_MOON=\ Minecraft Nights
option.BLOOD_MOON.comment=Enables Blood Moons that occur the amount of Minecraft days the user has set in this option.
option.EMISSIVE_BLOOD_MOON_FLOWERS=Emissive Blood Moon Flowers
option.EMISSIVE_BLOOD_MOON_FLOWERS.comment=Makes red flowers glow during Blood Moons. §e[*]§r RP Support option must be set to Integrated PBR+.

option.PHOTONICS_LIGHTING_MODE=Lighting Mode
option.PHOTONICS_LIGHTING_MODE.comment=Changes the lighting algorithm Photonics uses for lighting.\n\nSharp - A sharp lighting algorithm with no noise, but a limited number of lights (Max Samples)\nReSTIR - Uses ReSTIR for lighting, supports an unlimited (Max Lights) number of lights, but may be noisy in certain areas. §e[*]§r This option only works if Photonics is installed.
value.PHOTONICS_LIGHTING_MODE.0=OFF
value.PHOTONICS_LIGHTING_MODE.1=Sharp
value.PHOTONICS_LIGHTING_MODE.2=ReSTIR

option.PHOTONICS_PIXELATED_SHADOWS=Pixelated Shadows
option.PHOTONICS_PIXELATED_SHADOWS.comment=Enable or disable pixelated shadows in the Photonics mod. §c[*]§r This option only works with Sharp lighting mode.

option.PHOTONICS_ALPHA_MODE=Transparency Mode
option.PHOTONICS_ALPHA_MODE.comment=Sets how Photonics handles transparent blocks.\n\nNone - Transparent blocks are treated as opaque\nBlock - Transparency is applied per block (§aMinimal performance impact)§r\nVoxel - Transparency is applied per voxel (§cHIGH PERFORMANCE IMPACT)§r
value.PHOTONICS_ALPHA_MODE.NONE=None
value.PHOTONICS_ALPHA_MODE.BLOCK=Block
value.PHOTONICS_ALPHA_MODE.VOXEL=Voxel

option.PHOTONICS_RENDER_SCALE=Render Scale
option.PHOTONICS_RENDER_SCALE.comment=Changes the render scale of the Photonics lighting.\n\n§aLower values can help with performance but may cause the lighting to look worse.\n\n§cHigher values can improve the lighting quality but may cause performance issues.

option.PHOTONICS_INDIRECT_INTENSITY=Global Illumination
option.PHOTONICS_INDIRECT_INTENSITY.comment=Changes the intensity of the indirect lighting in the Photonics mod. §e[*]§r This option only works if Photonics is installed.
value.PHOTONICS_INDIRECT_INTENSITY.0=OFF

option.PHOTONICS_MAX_LIGHTS=Max Lights
option.PHOTONICS_MAX_LIGHTS.comment=The max number of traced lights that can be loaded\n\n§6Medium performance impact.§r\n\nWhen set to OFF no photonics blocklight will be used and the vanilla blocklight will be used instead.
value.PHOTONICS_MAX_LIGHTS.0=OFF

option.PHOTONICS_MAX_SAMPLES=Max Sample Count
option.PHOTONICS_MAX_SAMPLES.comment=The amount of nearby lights that can cast light on an object\n\n§cHIGH PERFORMANCE IMPACT

option.PHOTONICS_RESTIR_INITIAL_SAMPLES=ReSTIR Initial Samples
option.PHOTONICS_RESTIR_INITIAL_SAMPLES.comment=How many lights ReSTIR should initially consider \n\n§6Medium performance impact

option.PHOTONICS_RESTIR_SOFT_SHADOWS=ReSTIR Soft Shadows
option.PHOTONICS_RESTIR_SOFT_SHADOWS.comment=Whether ReSTIR should have soft shadows \n\n§aMinor performance impact

option.PHOTONICS_RESTIR_SPATIAL_REUSE_SAMPLES=ReSTIR Spatial Reuse Samples
option.PHOTONICS_RESTIR_SPATIAL_REUSE_SAMPLES.comment=How many samples ReSTIR uses for spatial reuse \n\n§6Medium performance impact

option.PHOTONICS_RESTIR_SPATIAL_REUSE_RADIUS=ReSTIR Spatial Reuse Radius

option.PHOTONICS_RESTIR_ACCUMULATION_FRAMES=ReSTIR Accumulation Frames
option.PHOTONICS_RESTIR_ACCUMULATION_FRAMES.comment=The max number of frames ReSTIR uses for accumulation. Lower values will cause lighting to be more responsive, at the cost of more noise. \n\nNo performance impact

option.PHOTONICS_RESTIR_DENOISER_PASSES=Denoiser Passes
option.PHOTONICS_RESTIR_DENOISER_PASSES.comment=The number of passes the denoiser for ReSTIR uses\n\n§cHIGH PERFORMANCE IMPACT
value.PHOTONICS_RESTIR_DENOISER_PASSES.0=Off

option.PHOTONICS_RESTIR_FLICKER_FIRE=ReSTIR Flickering Fire
option.PHOTONICS_RESTIR_FLICKER_FIRE.comment=Fire light sources will flicker. §c[*]§r This option only works with ReSTIR lighting mode.
value.PHOTONICS_RESTIR_FLICKER_FIRE.0=OFF

option.PHOTONICS_VANILLA_LIGHT_FALLBACK=Vanilla Light Fallback
option.PHOTONICS_VANILLA_LIGHT_FALLBACK.comment=Percentage of vanilla lighting to use as a fallback while using photonics to prevent dark areas where photonics lighting did not load.
suffix.PHOTONICS_VANILLA_LIGHT_FALLBACK=\%

option.PHOTONICS_ENCHANTING_GLINT_STRENGTH=Enchanting Glint Strength
option.PHOTONICS_ENCHANTING_GLINT_STRENGTH.comment=Changes the strength of the light emitted by enchanted items when using Photonics lighting.

option.PHOTONICS_SEPARATE_HANDHELD_RAYS=Separate Handheld Rays
option.PHOTONICS_SEPARATE_HANDHELD_RAYS.comment=Whether both handheld lights should cast shadows. When disabled only one shadow will be cast\n\n§aMinimal performance impact

option.PHOTONICS_AMBIENT_LIGHT_MULT=Ambient Light Multiplier
option.PHOTONICS_AMBIENT_LIGHT_MULT.comment=Option to change how much default ambient light should be used alongside Photonics lighting. §e[*]§r This option only works if Photonics is installed.

option.PHOTONICS_COMBINED_GI=Include Skylight GI
option.PHOTONICS_COMBINED_GI.comment=Whether Global Illumination should be ran through ReSTIR's denoiser instead of its usual path. \nResults in much intenser GI, at the cost of performance and noise\n\n§cHIGH PERFORMANCE IMPACT. §b[*]§r Recommended to be used with a denoiser pass count of 5 or higher.

option.PHOTONICS_MAX_ALLOWED_DISTANCE=Allowed Distance
option.PHOTONICS_MAX_ALLOWED_DISTANCE.comment=The maximum distance at which Photonics lighting will be applied to objects. Beyond this distance, vanilla lighting will be used instead. This is to prevent issues where far away light sources are not illuminating things. §e[*]§r Max Lights amount might need to be increased for higher values of this option to work properly.
value.PHOTONICS_MAX_ALLOWED_DISTANCE.6=6 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.7=7 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.8=8 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.9=9 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.10=10 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.11=11 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.12=12 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.13=13 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.14=14 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.15=15 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.16=16 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.17=17 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.18=18 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.19=19 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.20=20 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.21=21 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.22=22 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.23=23 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.24=24 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.25=25 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.26=26 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.27=27 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.28=28 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.29=29 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.30=30 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.31=31 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.32=32 Chunks
value.PHOTONICS_MAX_ALLOWED_DISTANCE.100=Render Distance


option.CUSTOM_SKY_SUPPORT=Custom Skybox Support
option.CUSTOM_SKY_SUPPORT.comment=Adds support for custom skyboxes including modded ones such as Stellar View.

option.CUSTOM_SKY_MOD_SUPPORT=Sky Mod Support
option.CUSTOM_SKY_MOD_SUPPORT.comment=Adds support for custom sky mods such as Caelum or Astrocraft. Might perhaps break some things, not tested with many mods.

option.DISTANT_HORIZONS_SSAO=Edge Shadow (SSAO)
option.DISTANT_HORIZONS_SSAO.comment=Enables SSAO (Screen Space Ambient Occlusion) in Distant Horizons Chunks. §e[*]§r This option only works if Distant Horizons is installed. §e[*]§r Requires Edge Shadow (SSAO) Quality to be set to not be set to OFF in the Performance Settings.

option.DH_BLENDING=Distant Horizons Blending
option.DH_BLENDING.comment=Smoothly blends the transition between Distant Horizons chunks and normal chunks. §e[*]§r This option only works if Distant Horizons is installed.

option.PIXELATED_SHADOWS_MODE=Pixelated Shadows Mode
option.PIXELATED_SHADOWS_MODE.comment=Changes the way pixelated shadows are rendered. Automatic is default and best for most cases, the manual resolutions should only be used when the used resourcepacks have mismatched texture resolutions. §e[*]§r Pixelated shadows need to be enabled for this option to work
value.PIXELATED_SHADOWS_MODE.0=Automatic
value.PIXELATED_SHADOWS_MODE.8=Manual 8x
value.PIXELATED_SHADOWS_MODE.16=Manual 16x
value.PIXELATED_SHADOWS_MODE.32=Manual 32x
value.PIXELATED_SHADOWS_MODE.64=Manual 64x
value.PIXELATED_SHADOWS_MODE.128=Manual 128x
