# Profiles profile.low = §eLow profile.medium = §aMedium profile.high = §bHigh profile.ultra = §dUltra # Screens screen.world = World screen.lighting = Lighting screen.sky = Sky screen.fog = Fog screen.materials = Materials screen.water = Water screen.post = Post-Processing screen.misc = Misc screen.weather = Weather screen.colored_lights = Colored Lights Settings screen.rp_settings = Resource Pack Settings screen.reflections = Reflections screen.refraction = Refraction screen.light_sources = Light Sources screen.shadows = Shadows screen.ao = Ambient Occlusion screen.color_grading = Color Grading screen.exposure = Exposure screen.lpv_vl = Colored Lights Fog Scattering screen.box = Selection Box screen.distant_horizons = Distant Horizons screen.developer = Developer Options screen.aurora = Aurora screen.clouds = Clouds screen.crepuscular_rays = Crepuscular Rays screen.stars = Stars screen.clouds_cumulus = Cumulus Clouds Settings screen.clouds_altocumulus = Altocumulus Clouds Settings screen.clouds_cumulus_congestus = Cumulus Congestus Clouds Settings screen.clouds_cirrus = Cirrus/Cirrocumulus Clouds Settings screen.clouds_minecrafty = Blocky Clouds Settings screen.clouds_noctilucent = Noctilucent Clouds Settings screen.fog_rlh = Rayleigh Fog screen.fog_mie = Mie Fog screen.sunlight_color = Sunlight Color screen.moonlight_color = Moonlight Color screen.blocklight_color = Blocklight Color screen.sunlight_morning = Morning screen.sunlight_noon = Noon screen.sunlight_evening = Evening screen.light_nether = Nether screen.light_end = End screen.fog_rlh_normal = Normal Color screen.fog_rlh_rain = Rain Color screen.fog_rlh_arid = Arid/Desert Color screen.fog_rlh_snowy = Snowy Color screen.fog_rlh_taiga = Taiga Color screen.fog_rlh_jungle = Jungle Color screen.fog_rlh_swamp = Swamp Color screen.water_waves = Water Waves screen.water_fog_coeff = Water Fog Coefficients screen.end_light_color = Light Color screen.end_ambient_color = Ambient Color screen.nether_color = Static Color screen.distance_view = Distance View option.INFO = Photon Shaders value.INFO.0 = §eby SixthSurge value.INFO.1 = §aby SixthSurge value.INFO.2 = §bby SixthSurge value.INFO.3 = §dby SixthSurge # World settings option.WAVING_PLANTS = Waving Plants option.WAVING_PLANTS.comment = Ground plants wave in the wind.\n\nTo add a block to the list of waving plants, open shaders/block.properties and add it to the relevant category (10016, 10017 or 10018) option.WAVING_LEAVES = Waving Leaves option.WAVING_LEAVES.comment = Leaf blocks wave in the wind.\n\nTo add a block to the list of waving leaf blocks, open shaders/block.properties and add it to the relevant category (10019) option.SLANTED_RAIN = Slanted Rain option.SLANTED_RAIN.comment = Slanted rain particles. Makes rainy weather a little more atmospheric option.RAIN_OPACITY = Rain Opacity option.RAIN_OPACITY.comment = Adjust the opacity of rain particles option.SEA_LEVEL = Sea Level option.SEA_LEVEL.comment = The y coordinate of the sea/ground.\n\n-60.0: Superflat post-1.18.\n4.0: Superflat pre-1.18.\n63.0: Normal. option.SNOW_OPACITY = Snow Opacity option.SNOW_OPACITY.comment = Adjust the opacity of snow particles option.EDGE_HIGHLIGHT = Edge Highlight option.EDGE_HIGHLIGHT.comment = Edge highlighting effect inspired by Minecraft Dungeons option.EDGE_HIGHLIGHT_SCALE = Edge Highlight Scale option.EDGE_HIGHLIGHT_SCALE.comment = Controls the thickness of the edge highlight; change this to match your resource pack resolution option.MOON_PHASE_AFFECTS_BRIGHTNESS = Moon Phase Affects Lighting option.MOON_PHASE_AFFECTS_BRIGHTNESS.comment = Night time brightness is affected by the moon phase option.DESERT_SANDSTORM = Desert Sandstorm option.DESERT_SANDSTORM.comment = Sandstorm during rain in desert biome option.END_GLOW = End Glow option.END_GLOW.comment = Wavery glowing effect in the End. Requires Volumetric Fog # Weather option.RANDOM_WEATHER_VARIATION = Random Variation option.BIOME_WEATHER_VARIATION = Biome-based Variation option.WEATHER_TEMPERATURE_BIAS = Temperature Bias option.WEATHER_HUMIDITY_BIAS = Humidity Bias option.WEATHER_WIND_BIAS = Windiness Bias option.WEATHER_TEMPERATURE_VARIATION_SPEED = Temperature Variation Speed option.WEATHER_HUMIDITY_VARIATION_SPEED = Humidity Variation Speed option.WEATHER_WIND_VARIATION_SPEED = Windiness Variation Speed # Lighting settings option.COLORED_LIGHTS = Colored Lights option.COLORED_LIGHTS.comment = Variable-color block lighting using flood fill algorithm. Requires Iris 1.6 or above option.COLORED_LIGHTS_VANILLA_LIGHTMAP_CONTRIBUTION = Vanilla Lightmap Contribution option.HANDHELD_LIGHTING = Handheld Lighting option.HANDHELD_LIGHTING.comment = Handheld items cast light on the world. If coloured lighting is enabled the handheld lighting will be coloured like the lights themselves option.HANDHELD_LIGHTING_INTENSITY = Handheld Lighting Intensity option.HANDHELD_LIGHTING_INTENSITY.comment = Adjusts the brightness of handheld light sources option.AO_IN_SUNLIGHT = AO in Sunlight option.AO_IN_SUNLIGHT.comment = Whether to apply shader ambient occlusion in direct sunlight/moonlight option.CLOUD_SHADOWS = Cloud Shadows option.CLOUD_SHADOWS.comment = Shadows cast by clouds on the ground option.CLOUD_SHADOWS_INTENSITY = Cloud Shadows Intensity option.CLOUD_SHADOWS_INTENSITY.comment = Adjusts the intensity of cloud shadows option.SH_SKYLIGHT = SH Skylight option.SH_SKYLIGHT.comment = Uses spherical harmonics encoding for directional skylight in the Overworld, which provides a very natural result.\nThis works well with GTAO option.SSS_SHEEN = SSS Sheen option.SSS_SHEEN.comment = Specular "sheen" effect on plants and leaves, helps tall grass and stuff to blend better with the grass specular option.SSS_INTENSITY = SSS Intensity option.SSS_INTENSITY.comment = Adjusts the brightness of subsurface scattering (SSS) option.SHADING_STRENGTH = Shading Strength option.SHADING_STRENGTH.comment = Adjusts the contrast of direct light shading. Reducing this option makes faces facing away from the sun that aren't in shadow brighter; increasing it makes them darker option.SHADOW = Shadow Mapping option.SHADOW_PCF = Shadow Map Filtering option.SHADOW_SSRT = SSRT Distant Shadows option.SHADOW_SSRT_STEPS = SSRT Shadow Steps option.SHADOW_COLOR = Colored Shadows option.SHADOW_COLOR.comment = Translucent blocks cast tinted shadows option.SHADOW_VPS = Variable Penumbra Shadows option.SHADOW_VPS.comment = Shadows grow softer further from their caster option.shadowMapResolution = Shadow Resolution option.shadowDistance = Shadow Distance option.sunPathRotation = Sun Path Rotation option.SHADOW_PENUMBRA_SCALE = Shadow Softness option.SHADOW_PENUMBRA_SCALE.comment = Adjust the softness of shadows option.ENTITY_SHADOWS = Entity Shadows option.ENTITY_SHADOWS.comment = Whether entities can cast shadows.\nDisable this to improve performance in survival bases with large farms option.BLOCK_ENTITY_SHADOWS = Block Entity Shadows option.PIXELATED_SHADOWS = Pixelated Shadows option.PIXELATED_SHADOWS.comment = Shadows snap to block texels, creating a pixelated look option.PIXELATED_SHADOWS_RESOLUTION = Pixelated Shadows Resolution option.SSS_STEPS = SSS Steps option.SSS_STEPS.comment = Increase to reduce noise on foliage and other materials with SSS, at the cost of performance. option.SHADER_AO = Shader AO option.SHADER_AO.comment = AO method used. Off - no shader AO. SSAO - lower quality but requires fewer samples/less filtering. GTAO - better quality but requires more samples/filtering value.SHADER_AO.SHADER_AO_NONE = Off value.SHADER_AO.SHADER_AO_SSAO = SSAO value.SHADER_AO.SHADER_AO_GTAO = GTAO option.VANILLA_AO = Vanilla AO option.VANILLA_AO.comment = Minecraft's built-in ambient occlusion option.SSAO_RADIUS = SSAO Radius option.SSAO_RADIUS.comment = Adjusts the radius of SSAO - distance which objects can occlude each otherdistance which objects can occlude each other option.SSAO_STEPS = SSAO Steps option.SSAO_STEPS.comment = Controls how noisy the SSAO appears option.GTAO_RADIUS = GTAO Radius option.GTAO_RADIUS.comment = Adjusts the radius of GTAO - distance which objects can occlude each otherdistance which objects can occlude each other option.GTAO_SLICES = GTAO Slices option.GTAO_SLICES.comment = Controls how noisy the GTAO appears option.GTAO_HORIZON_STEPS = GTAO Horizon Steps option.GTAO_HORIZON_STEPS.comment = Controls the accuracy of GTAO option.SUN_NR = §cRed option.SUN_NG = §aGreen option.SUN_NB = §9Blue option.SUN_MR = §cRed option.SUN_MG = §aGreen option.SUN_MB = §9Blue option.SUN_ER = §cRed option.SUN_EG = §aGreen option.SUN_EB = §9Blue option.SUN_I = Sunlight Intensity option.MOON_R = §cRed option.MOON_G = §aGreen option.MOON_B = §9Blue option.MOON_I = Moonlight Intensity option.SKYLIGHT_I = Skylight Intensity option.BOUNCED_LIGHT_I = Bounced Sunlight Intensity option.CAVE_LIGHTING_I = Cave Brightness option.LIGHTNING_FLASH = Lightning Flash option.NETHER_USE_BIOME_COLOR = Use Biome Color option.NETHER_I = Ambient Intensity option.NETHER_S = Ambient Saturation option.NETHER_R = §cRed option.NETHER_G = §aGreen option.NETHER_B = §9Blue option.END_LIGHT_R = §cRed option.END_LIGHT_G = §aGreen option.END_LIGHT_B = §9Blue option.END_LIGHT_I = Light Intensity option.END_AMBIENT_R = §cRed option.END_AMBIENT_G = §aGreen option.END_AMBIENT_B = §9Blue option.END_AMBIENT_I = Ambient Intensity option.BLOCKLIGHT_R = §cRed option.BLOCKLIGHT_G = §aGreen option.BLOCKLIGHT_B = §9Blue option.BLOCKLIGHT_I = Blocklight Intensity option.VOXEL_VOLUME_SIZE = Voxel Volume Size option.VOXEL_VOLUME_SIZE.comment = High performance impact, also affected by shadow distance suffix.VOXEL_VOLUME_SIZE = m³ option.VOXEL_VOLUME_CENTER = Voxel Volume Center option.VOXEL_VOLUME_CENTER.comment = Ahead: voxel volume is centered in front of the player, meaning that more of it is visible value.VOXEL_VOLUME_CENTER.VOXEL_VOLUME_CENTER_AHEAD = Ahead value.VOXEL_VOLUME_CENTER.VOXEL_VOLUME_CENTER_PLAYER = Player suffix.shadowMapResolution = ² suffix.sunPathRotation = ° value.shadowDistance.48.0 = 3 chunks value.shadowDistance.64.0 = 4 chunks value.shadowDistance.80.0 = 5 chunks value.shadowDistance.96.0 = 6 chunks value.shadowDistance.112.0 = 7 chunks value.shadowDistance.128.0 = 8 chunks value.shadowDistance.144.0 = 9 chunks value.shadowDistance.160.0 = 10 chunks value.shadowDistance.176.0 = 11 chunks value.shadowDistance.192.0 = 12 chunks value.shadowDistance.208.0 = 13 chunks value.shadowDistance.224.0 = 14 chunks value.shadowDistance.240.0 = 15 chunks value.shadowDistance.256.0 = 16 chunks value.shadowDistance.320.0 = 20 chunks value.shadowDistance.384.0 = 24 chunks value.shadowDistance.512.0 = 32 chunks value.shadowDistance.768.0 = 48 chunks value.shadowDistance.1024.0 = 64 chunks value.shadowDistance.2048.0 = 128 chunks value.shadowDistance.4096.0 = 256 chunks # Sky settings option.VANILLA_SUN = Vanilla Sun option.VANILLA_MOON = Vanilla Moon option.SUN_ANGULAR_RADIUS = Sun Angular Radius option.MOON_ANGULAR_RADIUS = Moon Angular Radius option.SKY_GROUND = Sky Ground option.SKY_GROUND.comment = Visible planet surface below the horizon option.ATMOSPHERE_SATURATION_BOOST = Atmosphere Saturation Boost option.ATMOSPHERE_SATURATION_BOOST.comment = Increases the saturation of the sky and sunlight color depending on the time of day option.ATMOSPHERE_SATURATION_BOOST_INTENSITY = Atmosphere Saturation Boost Intensity option.ATMOSPHERE_SATURATION_BOOST_INTENSITY.comment = Adjust the intensity of Atmosphere Saturation Boost option.STARS = Enabled option.STARS.comment = Stars in the night sky. Low performance impact option.STARS_INTENSITY = Intensity option.STARS_INTENSITY.comment = Controls the brightness of stars in the night sky option.STARS_COVERAGE = Coverage option.STARS_COVERAGE.comment = Controls the number of stars in the night sky option.GALAXY = Galaxy option.GALAXY.comment = Galaxy image in the night sky option.GALAXY_INTENSITY = Galaxy Intensity option.GALAXY_INTENSITY.comment = Controls the brightness of the galaxy in the night sky option.CREPUSCULAR_RAYS = Enabled option.CREPUSCULAR_RAYS_INTENSITY = Intensity option.CREPUSCULAR_RAYS_STEPS_HORIZON = Step Count - Horizon option.CREPUSCULAR_RAYS_STEPS_ZENITH = Step Count - Zenith option.LIGHTNING_FLASH = Lightning Flash option.RAINBOWS = Rainbows option.END_SUN_EFFECT = End Sun Effect # Clouds option.CLOUDS_CUMULUS = Cumulus Clouds option.CLOUDS_CUMULUS.comment = Low-altitude volumetric clouds made to resemble cumulus clouds option.CLOUDS_CUMULUS_PRIMARY_STEPS_H = Primary Steps - Horizon option.CLOUDS_CUMULUS_PRIMARY_STEPS_Z = Primary Steps - Zenith option.CLOUDS_CUMULUS_LIGHTING_STEPS = Lighting Steps option.CLOUDS_CUMULUS_AMBIENT_STEPS = Ambient Steps option.CLOUDS_CUMULUS_ALTITUDE = Altitude suffix.CLOUDS_CUMULUS_ALTITUDE = m option.CLOUDS_CUMULUS_THICKNESS = Thickness option.CLOUDS_CUMULUS_DENSITY = Density option.CLOUDS_CUMULUS_COVERAGE = Coverage option.CLOUDS_CUMULUS_SIZE = Size option.CLOUDS_CUMULUS_DETAIL_STRENGTH = Detail Strength option.CLOUDS_CUMULUS_WIND_SPEED = Wind Speed suffix.CLOUDS_CUMULUS_WIND_SPEED = m/s option.CLOUDS_CUMULUS_WIND_ANGLE = Wind Angle suffix.CLOUDS_CUMULUS_WIND_ANGLE = ° option.CLOUDS_CUMULUS_PRECOMPUTE_LOCAL_COVERAGE = Precompute Local Coverage option.CLOUDS_CUMULUS_PRECOMPUTE_LOCAL_COVERAGE.comment = Aggressive optimization for cumulus clouds. Reduces the maximum distance clouds can be drawn and can cause some artifacts with cloud shapes morphing when the camera moves. Disable for taking screenshots above the clouds option.CLOUDS_ALTOCUMULUS = Altocumulus Clouds option.CLOUDS_ALTOCUMULUS.comment = Mid-altitude volumetric clouds made to resemble altocumulus clouds option.CLOUDS_ALTOCUMULUS_PRIMARY_STEPS_H = Primary Steps - Horizon option.CLOUDS_ALTOCUMULUS_PRIMARY_STEPS_Z = Primary Steps - Zenith option.CLOUDS_ALTOCUMULUS_LIGHTING_STEPS = Lighting Steps option.CLOUDS_ALTOCUMULUS_AMBIENT_STEPS = Ambient Steps option.CLOUDS_ALTOCUMULUS_ALTITUDE = Altitude suffix.CLOUDS_ALTOCUMULUS_ALTITUDE = m option.CLOUDS_ALTOCUMULUS_THICKNESS = Thickness option.CLOUDS_ALTOCUMULUS_DENSITY = Density option.CLOUDS_ALTOCUMULUS_COVERAGE = Coverage option.CLOUDS_ALTOCUMULUS_SIZE = Size option.CLOUDS_ALTOCUMULUS_DETAIL_STRENGTH = Detail Strength option.CLOUDS_ALTOCUMULUS_WIND_SPEED = Wind Speed suffix.CLOUDS_ALTOCUMULUS_WIND_SPEED = m/s option.CLOUDS_ALTOCUMULUS_WIND_ANGLE = Wind Angle suffix.CLOUDS_ALTOCUMULUS_WIND_ANGLE = ° option.CLOUDS_CUMULUS_CONGESTUS = Cumulus Congestus Clouds option.CLOUDS_CUMULUS_CONGESTUS.comment = Massive, distant volumetric clouds option.CLOUDS_CUMULUS_CONGESTUS_PRIMARY_STEPS_H = Primary Steps - Horizon option.CLOUDS_CUMULUS_CONGESTUS_PRIMARY_STEPS_Z = Primary Steps - Zenith option.CLOUDS_CUMULUS_CONGESTUS_LIGHTING_STEPS = Lighting Steps option.CLOUDS_CUMULUS_CONGESTUS_AMBIENT_STEPS = Ambient Steps option.CLOUDS_CUMULUS_CONGESTUS_ALTITUDE = Altitude suffix.CLOUDS_CUMULUS_CONGESTUS_ALTITUDE = m option.CLOUDS_CUMULUS_CONGESTUS_THICKNESS = Thickness option.CLOUDS_CUMULUS_CONGESTUS_DENSITY = Density option.CLOUDS_CUMULUS_CONGESTUS_COVERAGE = Coverage option.CLOUDS_CUMULUS_CONGESTUS_SIZE = Size option.CLOUDS_CUMULUS_CONGESTUS_DETAIL_STRENGTH = Detail Strength option.CLOUDS_CUMULUS_CONGESTUS_WIND_SPEED = Wind Speed suffix.CLOUDS_CUMULUS_CONGESTUS_WIND_SPEED = m/s option.CLOUDS_CUMULUS_CONGESTUS_WIND_ANGLE = Wind Angle suffix.CLOUDS_CUMULUS_CONGESTUS_WIND_ANGLE = ° option.CLOUDS_NOCTILUCENT = Noctilucent Clouds option.BLOCKY_CLOUDS = Blocky Clouds option.BLOCKY_CLOUDS.comment = Vanilla-styled volumetric clouds. Enabling this option disables all other cloud types option.BLOCKY_CLOUDS_LAYER_2 = Second Layer option.BLOCKY_CLOUDS_LAYER_2.comment = A second layer of Minecrafty volumetric clouds! Beware that enabling this option doubles the performance impact of the clouds option.BLOCKY_CLOUDS_THICKNESS = Tallness option.BLOCKY_CLOUDS_THICKNESS.comment = Adjust the thickness of the clouds option.BLOCKY_CLOUDS_ALTITUDE = Altitude option.BLOCKY_CLOUDS_ALTITUDE.comment = Adjust the height of the clouds option.BLOCKY_CLOUDS_ALTITUDE_2 = Second Layer Altitude option.BLOCKY_CLOUDS_ALTITUDE_2.comment = Adjust the height of the second layer of clouds option.BLOCKY_CLOUDS_ROUNDNESS = Roundness option.BLOCKY_CLOUDS_ROUNDNESS.comment = Cloud edge roundness option.BLOCKY_CLOUDS_SHARPNESS = Sharpness option.BLOCKY_CLOUDS_SHARPNESS.comment = Cloud edge sharpness option.CLOUDS_TEMPORAL_UPSCALING = Temporal Upscaling option.CLOUDS_AERIAL_PERSPECTIVE_BOOST = Aerial Perspective Boost option.CLOUDS_SCALE = Scale option.CLOUDS_SCALE.comment = Applied as a scale factor to all clouds, to bring the clouds from a realistic size and altitude to an altitude that is accessible during gameplay. If this value is 1.0, clouds are positioned realistically, with the first layer 800 blocks up by default. If this value is higher, then clouds will appear smaller and form closer to the ground. This also affects the size of cloud shadows suffix.CLOUDS_SCALE = × value.CLOUDS_TEMPORAL_UPSCALING.1 = Off value.CLOUDS_TEMPORAL_UPSCALING.2 = 4× value.CLOUDS_TEMPORAL_UPSCALING.3 = 9× value.CLOUDS_TEMPORAL_UPSCALING.4 = 16× option.CLOUDS_CIRRUS = Cirrus/Cirrocumulus Clouds option.CLOUDS_CIRRUS.comment = Planar cirrus and cirrocumulus clouds option.CLOUDS_CIRRUS_LIGHTING_STEPS = Lighting Steps option.CLOUDS_CIRRUS_AMBIENT_STEPS = Ambient Steps option.CLOUDS_CIRRUS_ALTITUDE = Altitude suffix.CLOUDS_CIRRUS_ALTITUDE = m option.CLOUDS_CIRRUS_THICKNESS = Thickness option.CLOUDS_CIRRUS_DENSITY = Cirrus Density option.CLOUDS_CIRRUS_COVERAGE = Cirrus Coverage option.CLOUDS_CIRRUS_SIZE = Cirrus Size option.CLOUDS_CIRRUS_DETAIL_STRENGTH = Cirrus Detail Strength option.CLOUDS_CIRRUS_CURL_STRENGTH = Cirrus Curl Strength option.CLOUDS_CIRRUS_WIND_SPEED = Wind Speed suffix.CLOUDS_CIRRUS_WIND_SPEED = m/s option.CLOUDS_CIRRUS_WIND_ANGLE = Wind Angle suffix.CLOUDS_CIRRUS_WIND_ANGLE = ° option.CLOUDS_CIRROCUMULUS_DENSITY = Cirrocumulus Density option.CLOUDS_CIRROCUMULUS_COVERAGE = Cirrocumulus Coverage option.CLOUDS_CIRROCUMULUS_SIZE = Cirrocumulus Size option.CLOUDS_CIRROCUMULUS_DETAIL_STRENGTH = Cirrocumulus Detail Strength option.CLOUDS_CIRROCUMULUS_CURL_STRENGTH = Cirrocumulus Curl Strength option.CLOUDS_NOCTILUCENT_INTENSITY = Intensity option.CLOUDS_NOCTILUCENT_RARITY = Rarity option.AURORA_NORMAL = Aurora in Any Biome option.AURORA_SNOW = Aurora in Snow Biome option.AURORA_BRIGHTNESS = Aurora Brightness option.AURORA_FREQUENCY = Aurora Frequency option.AURORA_CLOUD_LIGHTING = Cloud Light Contribution option.AURORA_GROUND_LIGHTING = Ground Light Contribution value.AURORA_NORMAL.AURORA_NEVER = Never value.AURORA_NORMAL.AURORA_RARELY = Rarely value.AURORA_NORMAL.AURORA_ALWAYS = Always value.AURORA_SNOW.AURORA_NEVER = Never value.AURORA_SNOW.AURORA_RARELY = Rarely value.AURORA_SNOW.AURORA_ALWAYS = Always # Fog settings option.BORDER_FOG = Border Fog option.BORDER_FOG.comment = Thick fog hugging the edges of the render distance to hide the chunk borders option.CAVE_FOG = Cave Fog option.CAVE_FOG.comment = Light, slightly glowing fog applied underground. This makes large caverns feel a lot more atmospheric, and helps you to see the shape of the cave option.BLOOMY_FOG = Bloomy Fog option.BLOOMY_FOG.comment = Intense bloom in fog. This gives the appearance of light from bright objects scattering within the fog, and illuminates the area behind them. Almost no performance cost option.BLOOMY_FOG_INTENSITY = Bloomy Fog Intensity option.BLOOMY_FOG_INTENSITY.comment = Adjusts the intensity of "bloomy fog" option.OVERWORLD_FOG_INTENSITY = Overworld Fog Intensity option.NETHER_FOG_INTENSITY = Nether Fog Intensity option.VL = Volumetric Fog option.LPV_VL.comment = Light sources illuminate the fog. Requires Colored Lights! option.VL.comment = Adds light shafts and variable fog density option.VL_RENDER_SCALE = VL Render Scale option.AIR_FOG_CLOUDY_NOISE = Cloudy Fog option.AIR_FOG_CLOUDY_NOISE.comment = Subtle cloudy shapes in the fog, best visible in the morning.\nRequires volumetric fog! option.AIR_FOG_COLORED_LIGHT_SHAFTS = Colored Light Shafts option.AIR_FOG_COLORED_LIGHT_SHAFTS.comment = Light shafts passing through translucent objects are tinted by their color # LPV VL option.LPV_VL = Enabled option.LPV_VL_STEPS = Steps option.LPV_VL_INTENSITY_OVERWORLD = Overworld Intensity option.LPV_VL_INTENSITY_UNDERGROUND = Underground Intensity option.LPV_VL_INTENSITY_NETHER = Nether Intensity option.LPV_VL_INTENSITY_END = End Intensity # Rayleigh Fog option.AIR_FOG_RAYLEIGH_FALLOFF_START = Rayleigh Falloff Start option.AIR_FOG_RAYLEIGH_FALLOFF_START.comment = Altitude above sea level at which the rayleigh fog begins to decrease option.AIR_FOG_RAYLEIGH_FALLOFF_HALF_LIFE = Rayleigh Falloff Half-Life option.AIR_FOG_RAYLEIGH_FALLOFF_HALF_LIFE.comment = Altitude above the Rayleigh Falloff Start where the rayleigh fog density is halved option.AIR_FOG_RAYLEIGH_DENSITY = Normal Density option.AIR_FOG_RAYLEIGH_R = §cRed option.AIR_FOG_RAYLEIGH_G = §aGreen option.AIR_FOG_RAYLEIGH_B = §9Blue option.AIR_FOG_RAYLEIGH_DENSITY_RAIN = Rain Density option.AIR_FOG_RAYLEIGH_R_RAIN = §cRed option.AIR_FOG_RAYLEIGH_G_RAIN = §aGreen option.AIR_FOG_RAYLEIGH_B_RAIN = §9Blue option.AIR_FOG_RAYLEIGH_DENSITY_ARID = Arid/Desert Density option.AIR_FOG_RAYLEIGH_R_ARID = §cRed option.AIR_FOG_RAYLEIGH_G_ARID = §aGreen option.AIR_FOG_RAYLEIGH_B_ARID = §9Blue option.AIR_FOG_RAYLEIGH_DENSITY_SNOWY = Snowy Density option.AIR_FOG_RAYLEIGH_R_SNOWY = §cRed option.AIR_FOG_RAYLEIGH_G_SNOWY = §aGreen option.AIR_FOG_RAYLEIGH_B_SNOWY = §9Blue option.AIR_FOG_RAYLEIGH_DENSITY_TAIGA = Taiga Density option.AIR_FOG_RAYLEIGH_R_TAIGA = §cRed option.AIR_FOG_RAYLEIGH_G_TAIGA = §aGreen option.AIR_FOG_RAYLEIGH_B_TAIGA = §9Blue option.AIR_FOG_RAYLEIGH_DENSITY_JUNGLE = Jungle Density option.AIR_FOG_RAYLEIGH_R_JUNGLE = §cRed option.AIR_FOG_RAYLEIGH_G_JUNGLE = §aGreen option.AIR_FOG_RAYLEIGH_B_JUNGLE = §9Blue option.AIR_FOG_RAYLEIGH_DENSITY_SWAMP = Swamp Density option.AIR_FOG_RAYLEIGH_R_SWAMP = §cRed option.AIR_FOG_RAYLEIGH_G_SWAMP = §aGreen option.AIR_FOG_RAYLEIGH_B_SWAMP = §9Blue # Mie Fog option.AIR_FOG_MIE_DENSITY_MORNING = Morning Density option.AIR_FOG_MIE_DENSITY_NOON = Noon Density option.AIR_FOG_MIE_DENSITY_EVENING = Evening Density option.AIR_FOG_MIE_DENSITY_MIDNIGHT = Midnight Density option.AIR_FOG_MIE_DENSITY_RAIN = Rain Density option.AIR_FOG_MIE_DENSITY_BLUE_HOUR = Dawn/Dusk Density option.AIR_FOG_MIE_FALLOFF_START = Altitude Fade Start option.AIR_FOG_MIE_FALLOFF_START.comment = Altitude above sea level at which the mie fog begins to decrease option.AIR_FOG_MIE_FALLOFF_HALF_LIFE = Altitude Fade Half Life option.AIR_FOG_MIE_FALLOFF_HALF_LIFE.comment = Altitude above the Mie Falloff Start where the mie fog density is halved # Materials settings option.NORMAL_MAPPING = Normal Mapping option.NORMAL_MAPPING.comment = Whether to use the normal maps provided by the resource pack. Enable this if you are using a "PBR" resource pack option.SPECULAR_MAPPING = Specular Mapping option.SPECULAR_MAPPING.comment = Whether to use the specular maps provided by the resource pack. Enable this if you are using a "PBR" resource pack option.POM = Parallax Occlusion Mapping option.TEXTURE_FORMAT = Texture Format option.TEXTURE_FORMAT.comment = The texture format used by the resource pack. Most modern resource packs use lab_p_b_r, while packs that are designed to work with SEUS may use OldPBR. option.HARDCODED_SPECULAR = Hardcoded Specular option.HARDCODED_SPECULAR.comment = Hardcoded specular reflections for some blocks (eg metals) option.HARDCODED_EMISSION = Hardcoded Emission option.HARDCODED_EMISSION.comment = Hardcoded emission for some blocks (eg torches) option.HARDCODED_SSS = Hardcoded SSS option.HARDCODED_SSS.comment = Hardcoded subsurface scattering for some blocks (eg leaves) option.RAIN_PUDDLES = Rain Puddles option.EMISSION_STRENGTH = Emission Strength option.EMISSION_STRENGTH.comment = Adjusts the brightness of emissive objects like torches. This does not affect the brightness of the light casted, only the brightness of the light source itself. This also effects the hardcoded emissives option.DIRECTIONAL_LIGHTMAPS = Directional Lightmaps option.DIRECTIONAL_LIGHTMAPS.comment = Caused blocklight and skylight to be affected by normal maps. Can cause some visual issues due to limitations of the method option.DIRECTIONAL_LIGHTMAPS_INTENSITY = Directional Lightmaps Strength option.DIRECTIONAL_LIGHTMAPS_INTENSITY.comment = Adjusts the intensity of Directional Lightmaps option.POM_DEPTH = Parallax Depth option.POM_DEPTH.comment = How far POM can recess into a block option.POM_SAMPLES = Parallax Samples option.POM_SAMPLES.comment = Adjusts the quality of POM, at the expense of performance option.POM_SHADOW = POM Self-Shadowing option.POM_SHADOW.comment = Self-shadowing for POM. Requires Specular Mapping! option.POM_SHADOW_SAMPLES = POM Self-Shadow Samples option.POM_SHADOW_SAMPLES.comment = Adjusts the quality of Parallax Shadows, at the expense of performance option.POM_SLOPE_NORMALS = POM Slope Normals option.POM_DISTANCE = POM Distance option.REFRACTION = Refraction value.REFRACTION.REFRACTION_OFF = Off value.REFRACTION.REFRACTION_ALL = Everything value.REFRACTION.REFRACTION_WATER_ONLY = Water Only option.REFRACTION_INTENSITY = Refraction Intensity option.REFRACTION_INTENSITY.comment = Adjusts the intensity of refractions on water suffix.POM_DEPTH = m suffix.POM_DISTANCE = m value.TEXTURE_FORMAT.TEXTURE_FORMAT_LAB = labPBR value.TEXTURE_FORMAT.TEXTURE_FORMAT_OLD = Old PBR option.ENVIRONMENT_REFLECTIONS = Environment Reflections option.ENVIRONMENT_REFLECTIONS.comment = Screen-space reflections. Makes water and shiny blocks reflect their environment. Big performance impact option.SKY_REFLECTIONS = Sky Reflections option.SKY_REFLECTIONS.comment = Makes water and shiny blocks reflect the sky option.SSR_ROUGHNESS_SUPPORT = Roughness Support option.SSR_ROUGHNESS_SUPPORT.comment = Makes reflections on rough surfaces actually appear rough. Big performance impact option.SSR_RAY_COUNT = Ray Count option.SSR_RAY_COUNT.comment = Number of rays traced for rough reflections. More rays mean less noise but worse performance option.SSR_INTERSECTION_STEPS_SMOOTH = Intersection Steps - Smooth option.SSR_INTERSECTION_STEPS_SMOOTH.comment = Adjusts the accuracy of smooth reflections, at the expense of performance option.SSR_INTERSECTION_STEPS_ROUGH = Intersection Steps - Rough option.SSR_INTERSECTION_STEPS_ROUGH.comment = Adjusts the accuracy of rough reflections, at the expense of performance option.SSR_REFINEMENT_STEPS = Refinement Steps option.SSR_REFINEMENT_STEPS.comment = Adjusts the accuracy of all reflections, at the expense of performance option.SSR_ROUGHNESS_THRESHOLD = Roughness Threshold option.SSR_ROUGHNESS_THRESHOLD.comment = Adjusts how smooth a surface must be for reflections to appear # Water settings option.WATER_CAUSTICS = Water Caustics option.WATER_CAUSTICS.comment = Dancing light patterns beneath water option.WATER_CAUSTICS_INTENSITY = Water Caustics Intensity option.WATER_CAUSTICS.comment = Adjust the brightness of water caustics option.WATER_EDGE_HIGHLIGHT = Water Edge Highlight option.WATER_EDGE_HIGHLIGHT.comment = White highlights where water meets terrain. Helps to make water more easily visible in some cases option.WATER_EDGE_HIGHLIGHT_INTENSITY = Water Edge Highlight Intensity option.SNELLS_WINDOW = Snell's Window option.SNELLS_WINDOW.comment = Total internal reflection underwater option.WATER_TEXTURE = Water Texture option.WATER_TEXTURE.comment = How to use the vanilla water texture.\n\nOff - no water texture.\nHighlights: water texture adds highlights to the water, like how it works in Bedrock RTX.\nVanilla: water texture is used like any other texture option.BIOME_WATER_COLOR = Biome-Colored Water option.BIOME_WATER_COLOR.comment = Water absorption takes the biome water colour into account value.WATER_TEXTURE.WATER_TEXTURE_OFF = Off value.WATER_TEXTURE.WATER_TEXTURE_HIGHLIGHT = Highlights value.WATER_TEXTURE.WATER_TEXTURE_VANILLA = Vanilla value.WATER_TEXTURE.WATER_TEXTURE_HIGHLIGHT_UNDERGROUND = Highlights (Underground only) option.WATER_WAVES = Enabled option.WATER_WAVE_ITERATIONS = Iterations option.WATER_WAVE_STRENGTH = Intensity option.WATER_WAVE_FREQUENCY = Frequency option.WATER_WAVE_SPEED_STILL = Speed (Still) option.WATER_WAVE_SPEED_FLOWING = Speed (Flowing) option.WATER_WAVE_PERSISTENCE = Persistence option.WATER_WAVE_LACUNARITY = Lacunarity option.WATER_PARALLAX = Water Parallax option.WATER_PARALLAX.comment = Makes water waves appear 3D option.WATER_DISPLACEMENT = Water Displacement option.WATER_DISPLACEMENT.comment = Similar to how waving leaves work, it makes the water geometry itself wave slightly, so the shore line appears less flat option.WATER_WAVES_HEIGHT_VARIATION = Local Height Variation option.WATER_WAVES_HEIGHT_VARIATION.comment = The height of water waves varies in space option.WATER_ABSORPTION_R = Red Absorption option.WATER_ABSORPTION_G = Green Absorption option.WATER_ABSORPTION_B = Blue Absorption option.WATER_SCATTERING = Scattering option.WATER_ABSORPTION_R_UNDERWATER = Red Absorption - Underwater option.WATER_ABSORPTION_G_UNDERWATER = Green Absorption - Underwater option.WATER_ABSORPTION_B_UNDERWATER = Blue Absorption - Underwater option.WATER_SCATTERING_UNDERWATER = Scattering - Underwater # Post-processing settings option.BLOOM = Bloom option.BLOOM.comment = Soft "glow" effect around bright areas and light sources option.BLOOM_INTENSITY = Bloom Intensity option.BLOOM_INTENSITY.comment = Adjusts how much the bloom affects the final image option.DOF = Depth of Field option.DOF.comment = Camera focus effect - blurs out-of-focus areas option.DOF_INTENSITY = DoF Intensity option.DOF_INTENSITY.comment = Adjusts the intensity of Depth of Field option.DOF_SAMPLES = DoF Samples option.DOF_SAMPLES.comment = Number of samples taken for Depth of Field. Higher sample counts result in a higher quality blur but take more performance option.DOF_FOCUS = DoF Focus option.DOF_FOCUS.comment = Focal distance for Depth of Field option.MOTION_BLUR = Motion Blur option.MOTION_BLUR.comment = Cinematic blur in motion, also useful to smoothen low framerates but can cause motion sickness option.MOTION_BLUR_INTENSITY = Motion Blur Intensity option.MOTION_BLUR_INTENSITY.comment = Adjusts the intensity of Motion Blur option.TAA = TAA option.TAA.comment = Temporal anti-aliasing. Massively improves image quality and noise levels, but can also introduce temporal artifacts like flickering and ghosting. Required by TAA Upscaling! option.FXAA = FXAA option.FXAA.comment = Softens edges. Works in conjunction with TAA, especially helping in motion. Very helpful with TAAU option.TAAU = TAA Upscaling option.TAAU.comment = Renders the scene_color at a reduced resolution and uses TAA to upscale it. Massively improves performance, but can reduce image quality and increase temporal artifacts option.TAAU_RENDER_SCALE = TAAU Render Scale option.TAAU_RENDER_SCALE.comment = Resolution scale at which the scene_color is rendered if TAA Upscaling is enabled. If the original resolution is 1920x1080 and TAAU Render Scale is 0.75 (the default), then the scene_color would be rendered at 1440x810 option.CAS = Image Sharpening option.CAS.comment = Sharpens the final image (contrast-adaptive sharpening) option.CAS_INTENSITY = Image Sharpening Intensity option.CAS_INTENSITY.comment = Adjusts the effect of Image Sharpening on the image option.VIGNETTE = Vignette option.VIGNETTE.comment = Darkens the edges of the screen option.VIGNETTE_INTENSITY = Vignette Intensity option.VIGNETTE_INTENSITY.comment = Adjusts the intensity of Vignette value.DOF_FOCUS.-1.0 = Automatic option.tonemap = Tonemap Operator value.tonemap.tonemap_aces_fit = ACES Fit value.tonemap.tonemap_aces_full = ACES Full value.tonemap.tonemap_hejl_2015 = Hejl 2015 value.tonemap.tonemap_hejl_burgess = Hejl-Burgess value.tonemap.tonemap_lottes = Lottes value.tonemap.tonemap_uncharted_2 = Uncharted 2 value.tonemap.tonemap_tech = Tech value.tonemap.tonemap_ozius = Ozius value.tonemap.tonemap_reinhard = Reinhard value.tonemap.tonemap_reinhard_jodie = Reinhard-Jodie # Color Grading option.GRADE_BRIGHTNESS = Brightness option.GRADE_CONTRAST = Contrast option.GRADE_SATURATION = Saturation option.GRADE_WHITE_BALANCE = White Balance option.GRADE_ORANGE_SAT_BOOST = Orange Saturation Boost option.GRADE_TEAL_SAT_BOOST = Teal Saturation Boost option.GRADE_GREEN_SAT_BOOST = Green Saturation Boost option.GRADE_GREEN_HUE_SHIFT = Green Hue Shift suffix.GRADE_WHITE_BALANCE = K suffix.GRADE_GREEN_HUE_SHIFT = ° option.PURKINJE_SHIFT = Purkinje Shift option.PURKINJE_SHIFT.comment = Simulates the effect of low lighting on human vision; desaturating all colors and darkening red hues option.PURKINJE_SHIFT_INTENSITY = Purkinje Shift Intensity # Exposure option.AUTO_EXPOSURE = Auto Exposure option.AUTO_EXPOSURE_BIAS = Exposure Bias option.AUTO_EXPOSURE_MIN = Minimum Exposure option.AUTO_EXPOSURE_MAX = Maximum Exposure option.AUTO_EXPOSURE_RATE_DIM_TO_BRIGHT = Exposure Rate - Increasing option.AUTO_EXPOSURE_RATE_BRIGHT_TO_DIM = Exposure Rate - Decreasing option.MANUAL_EXPOSURE_VALUE = Manual Exposure Value option.MANUAL_EXPOSURE_USE_SCREEN_BRIGHTNESS = Use Brightness Slider option.MANUAL_EXPOSURE_USE_SCREEN_BRIGHTNESS.comment = Exposure value interpolates between Minimum Exposure and Maximum Exposure based on the Brightness slider in the Video Settings menu option.HISTOGRAM_BINS = Histogram Bins option.HISTOGRAM_TARGET = Histogram Target CDF Value value.AUTO_EXPOSURE.AUTO_EXPOSURE_SIMPLE = Simple value.AUTO_EXPOSURE.AUTO_EXPOSURE_HISTOGRAM = Histogram value.AUTO_EXPOSURE.AUTO_EXPOSURE_OFF = Off # Misc settings option.DEBUG_VIEW = Debug View option.DEBUG_SAMPLER = Debug Sampler option.WHITE_WORLD = White World option.WHITE_WORLD.comment = Set every albedo texture to white option.TONEMAP_COMPARISON = Tonemap Comparison option.TONEMAP_COMPARISON.comment = Compare two tonemapping functions on the left and right halves of your screen option.tonemap_left = Left Tonemap option.tonemap_right = Right Tonemap option.FANCY_NETHER_PORTAL = Fancy Nether Portal option.FANCY_NETHER_PORTAL.comment = Fancy nether portal effect inspired by Complementary Reimagined Shaders by EminGT, thanks to Emin for letting me use his idea! May not work as well with some resource packs option.CUSTOM_SKY = Custom Sky option.CUSTOM_SKY.comment = Enable custom skies from resource packs option.CUSTOM_SKY_BRIGHTNESS = Custom Sky Brightness option.CUSTOM_SKY_BRIGHTNESS.comment = Adjust custom sky brightness option.DH_OVERDRAW_DISTANCE = Overdraw Distance option.DH_OVERDRAW_FADE_LENGTH = Overdraw Fade Length option.NOISE_ON_DH_TERRAIN = Noise on DH Terrain option.ENCHANTMENT_GLINT_BRIGHTNESS = Enchantment Glint Brightness option.DITHERED_TRANSLUCENCY_FALLBACK = Dithered Translucency Fallback comment.DITHERED_TRANSLUCENCY_FALLBACK = Uses dithered translucency to improve the look of objects that should be translucent but can't when separateEntityDraws is enabled. value.DEBUG_VIEW.DEBUG_VIEW_NONE = OFF value.DEBUG_VIEW.DEBUG_VIEW_SAMPLER = Sampler value.DEBUG_VIEW.DEBUG_VIEW_HISTOGRAM = Histogram value.DEBUG_VIEW.DEBUG_VIEW_WEATHER = Weather value.tonemap_left.tonemap_aces_fit = ACES Fit value.tonemap_left.tonemap_aces_full = ACES Full value.tonemap_left.tonemap_lottes = Lottes value.tonemap_left.tonemap_hejl_2015 = Hejl 2015 value.tonemap_left.tonemap_hejl_burgess = Hejl-Burgess value.tonemap_left.tonemap_uncharted_2 = Uncharted 2 value.tonemap_left.tonemap_tech = Tech value.tonemap_left.tonemap_ozius = Ozius value.tonemap_left.tonemap_reinhard = Reinhard value.tonemap_left.tonemap_reinhard_jodie = Reinhard-Jodie value.tonemap_right.tonemap_aces_fit = ACES Fit value.tonemap_right.tonemap_aces_full = ACES Full value.tonemap_right.tonemap_lottes = Lottes value.tonemap_right.tonemap_hejl_burgess = Hejl-Burgess value.tonemap_right.tonemap_hejl_2015 = Hejl 2015 value.tonemap_right.tonemap_uncharted_2 = Uncharted 2 value.tonemap_right.tonemap_tech = Tech value.tonemap_right.tonemap_ozius = Ozius value.tonemap_right.tonemap_reinhard = Reinhard value.tonemap_right.tonemap_reinhard_jodie = Reinhard-Jodie # Distance View option.DISTANCE_VIEW = Enabled option.DISTANCE_VIEW_METHOD = Method option.DISTANCE_VIEW_MAX_DISTANCE = Max Distance suffix.DISTANCE_VIEW_MAX_DISTANCE = m value.DISTANCE_VIEW_METHOD.DISTANCE_VIEW_DISTANCE = Distance value.DISTANCE_VIEW_METHOD.DISTANCE_VIEW_DEPTH = Depth # Box option.BOX_MODE = Mode option.BOX_MODE.comment = Selection Box Mode value.BOX_MODE.BOX_MODE_NONE = Default value.BOX_MODE.BOX_MODE_COLOR = Custom Color value.BOX_MODE.BOX_MODE_RAINBOW = Rainbow option.BOX_COLOR_R = Red option.BOX_COLOR_G = Green option.BOX_COLOR_B = Blue option.BOX_EMISSION = Emission option.BOX_EMISSION.comment = Scales color past 1. Requires bloom. option.BOX_LINE_WIDTH = Line Width