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#shaders/lang/en_us.lang
#Profiles
profile.POTATO=§aPotato
profile.VERYLOW=§aVery Low
profile.LOW=§aLow
profile.MEDIUM=§aMedium
profile.HIGH=§eHigh (Default)
profile.VERYHIGH=§cVery High
profile.ULTRA=§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.
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
#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.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, options lower than §eHigh§r enable optimised shadows on leaves, §eVery Low§r significantly downgrades shadows in multiple ways, §aOFF§r completely disables shadows and light shafts.
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=§eHigh
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 light shaft noise artifacts. §e[*]§r "Real-Time Shadows" setting must be set to anything but OFF for light shafts to work.
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, Ender Beams, 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=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. §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
screen.RT_LIGHTING_SETTINGS=Ray-Traced Lighting §c[-]§r
screen.RT_LIGHTING_SETTINGS.comment=Settings for screen-space ray-traced indirect lighting (SSGI). Approximates path-traced global illumination by tracing rays in screen space to gather indirect light bounces from nearby surfaces. §c[-]§r These settings can significantly impact performance.
option.RT_SUNLIGHT_TRACING=SSGI Quality
option.RT_SUNLIGHT_TRACING.comment=Enables Screen-Space Global Illumination, a path tracing approximation that adds indirect diffuse lighting bounces using screen-space ray marching. Higher quality uses more rays and steps for smoother, more accurate results. §c[-]§r This effect can impact performance, especially at higher quality levels.
value.RT_SUNLIGHT_TRACING.0=§aOFF
value.RT_SUNLIGHT_TRACING.1=§eLow
value.RT_SUNLIGHT_TRACING.2=§cMedium
value.RT_SUNLIGHT_TRACING.3=§4§lHigh
option.RT_GI_STRENGTH=SSGI Strength
option.RT_GI_STRENGTH.comment=Adjusts the intensity of the screen-space global illumination effect. Higher values produce more visible indirect light bounces.
option.RT_GI_RADIUS=SSGI Radius
option.RT_GI_RADIUS.comment=Controls how far rays are traced for indirect lighting. Larger radii capture light bouncing from more distant surfaces but may introduce noise.
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
option.CLOUD_ALT1.comment=Determines the world height which the clouds will appear at. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles.
option.CLOUD_SPEED_MULT=Cloud Speed
option.CLOUD_SPEED_MULT.comment=Determines how fast the clouds are going to move. "Synced to World Time" setting uses Minecraft world time to advance the cloud positions; this allows for clouds to appear the same between players in the same server. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles.
value.CLOUD_SPEED_MULT.100=Synced to World Time
option.CLOUD_R=Cloud Red Multiplier
option.CLOUD_G=Cloud Green Multiplier
option.CLOUD_B=Cloud Blue Multiplier
option.CLOUD_UNBOUND_AMOUNT=Cloud Amount
option.CLOUD_UNBOUND_AMOUNT.comment=Adjusts the amount of Unbound clouds.
option.CLOUD_UNBOUND_SIZE_MULT=Cloud 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.TM_EXPOSURE=General Brightness
option.TM_EXPOSURE.comment=Also known as "Tonemap Exposure". Adjusts the overall brightness of the whole image.
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.0=0 §r(§bReimagined§r)
value.SUN_ANGLE.-40=-40 §r(§dUnbound§r)
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.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.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.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 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+.
option.COATED_TEXTURES=Coated Textures
option.COATED_TEXTURES.comment=Adds auto-generated dusty details to textures. §e[*]§r RP Support option must be set to Integrated PBR+.
option.ENTITY_GN_AND_CT=Allow GN and CT on Entities
option.ENTITY_GN_AND_CT.comment=Decides if Generated Normals and Coated Textures can appear on entities. §e[*]§r This won't enable GN or CT on entities if the main GN or CT options are disabled.
option.GENERATED_NORMAL_MULT=Generated Normal Strength
option.GENERATED_NORMAL_MULT.comment=Adjusts the strength of auto-generated bumpy details on surfaces.
option.COATED_TEXTURE_MULT=Coated Texture Strength
option.COATED_TEXTURE_MULT.comment=Adjusts the strength of auto-generated dusty details on textures.
option.GLOWING_ORE_MASTER=§eEnable Glowing Ores
option.GLOWING_ORE_MASTER.comment=Enables the functionality of glowing ores. §e[*]§r Choosing "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
option.WAVING_LILY_PAD.comment=Adds movement to lily pads and frogspawn to simulate impact from water waves.
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.