
[Debug]
	#Show development-related metrics in the on-screen display.
	DebugInfo = false
	#Renders decorative snow edges on adjacent blocks for seamless terrain transitions.
	SmoothSnowyEdges = false
	#Visual effect: Surface water appears to be covered by a thin, cosmetic layer of ice.
	FrozenWater = false
	#If true, the thin ice layer on water can be broken by players/entities.
	FrozenWaterBreakable = true
	#Prevents the visual frozen water effect in areas with high light levels.
	FrozenWaterCheckLight = true
	#Experimental: Adds a cinematic fog effect during rainfall.
	FoggyWeather = false

[GUI]
	#Show tooltips for ideal seasons and humidity levels on crop items.
	AgriculturalInformation = true
	#Show additional information regarding item usage or origins.
	ItemInformation = true
	#Whether to enable a simplified HUD overlay that displays the current season and solar term on the screen.
	SimpleSeasonHud = false

[Renderer]
	#Periodically force-reloads chunk rendering to fix visual glitches (may impact FPS).
	ForceChunkRenderUpdate = true
	#(ForceChunkRenderUpdate) A more thorough reload that refreshes all chunk sections periodically.
	EnhancementChunkRenderUpdate = false
	#Optimized rendering: Cull the top face of a block if it is hidden by a snow model.
	CullTopFaceWithSnow = false
	#Refreshes the renderer state immediately after the player wakes up.
	ResetRendererAfterSleep = false
	#Use standard Vanilla light/sky rules to determine if snow should fall in a location.
	UseVanillaSnowCheck = false
	#Allow decorative snow overlays to appear under solid blocks (e.g., in shadows or under eaves).
	SnowUnderShadow = false
	#[Sodium/Embeddium] Renders a virtual snow layer inside fences and tall grass for a seamless look.
	SnowInFence = true
	#[Sodium/Embeddium] Minimum number of adjacent snow-covered blocks required to trigger the effect.
	#Range: 1 ~ 8
	SnowInFenceCount = 2
	#[Sodium/Embeddium] Check all eight surrounding directions instead of just the cardinal four.
	SnowInFenceDirection = false
	#[Sodium/Embeddium] Render snow layers inside snow-connected fences only when in a snowy state.
	SnowInFenceOnlySnowy = true
	#[Sodium/Embeddium] Render an additional snow layer on blocks that already use the snowy model.
	ExtraSnowLayer = false
	#Apply seasonal color shifts to grass and leaf textures.
	SeasonalGrassColorChange = true
	#Extend seasonal color shifts to birch, spruce, and mangrove leaves.
	SeasonalColorChangeExtend = true
	#Visual detail: Adds a brownish, withered foliage effect under trees during Autumn.
	FoliageUnderTree = false
	#Calculate seasonal color shifts based on exact solar term progress for smoother transitions.
	SmootherSeasonalGrassColorChange = true
	#Visual detail: Occasionally adds small, decorative flowers to grass blocks in Spring.
	FlowerOnGrass = true

[Sound]
	#Enable ambient environmental sounds (birds, wind, etc.) based on the season.
	NaturalSound = true

[Particle]
	#Enable seasonal particles like butterflies, fireflies, and falling leaves.
	SeasonalParticles = true
	#Spawns butterflies over flowers during Spring.
	Butterfly = true
	#Density between butterfly spawns. Higher values result in fewer butterflies.
	#Range: 1 ~ 10000
	ButterflySpawnDelay = 10
	#Leaf blocks will drop falling leaf particles, peaking in frequency during Autumn.
	FallenLeaves = true
	#Density between leaf particles. Higher values result in fewer leaves falling.
	#Range: 1 ~ 10000
	FallenLeavesDropDelay = 10
	#Spawns fireflies near flowers during Summer evenings.
	Firefly = true
	#Density between firefly spawns. Higher values result in fewer fireflies.
	#Range: 1 ~ 10000
	FireflySpawnDelay = 10
	#Visual effect: Displays wild geese flying south during autumnal transitions.
	WildGoose = true
	#Density between wild goose sightings. Higher values result in fewer sightings.
	#Range: 1 ~ 10000
	WildGooseSpawnDelay = 10
	#Emits soft ambient particles when the Season Core or Greenhouse is active.
	SeasonGreenhouse = true
	#Density of particles emitted by the Greenhouse effect.
	#Range: 0 ~ 160
	SeasonGreenhouseParticleSpawnCount = 30
	#Breaking snow-covered leaves will release a burst of snow particles.
	SnowLeafParticles = true

[Weather]
	#The radius (in blocks) used to sample and blend weather patterns for smooth transitions.
	#Range: 1 ~ 80
	WeatherBufferDistance = 6
	#How quickly local weather conditions change. Higher values mean faster shifts.
	#Range: 8.0E-4 ~ 0.08
	WeatherTransitionSpeed = 0.008
	#Prioritize weather sampling in the direction the player is currently facing.
	WeatherFrontBias = true

[Compat]

	[Compat.Oculus]
		#Harmonizes shading parameters for all snow-covered surfaces when using shaders.
		UnifiedSnowyBlockShading = true

