## © Copyright 2023 timetravelbeard (contact: https://www.patreon.com/timetravelbeard , https://youtube.com/@timetravelbeard3588 , https://discord.gg/S6F4r6K5yU )

## THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT  TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

##NOTE:  In case you don't know, copyright means all rights are reserved. You cannot modify, redistribute, or make derivative works of this. Do not steal any of this code or use "code snippets". 


##Format:
##profile.setting=name
##screen.name = new name
##profile.comment= comment
##option.DEFINED_THING = Fancy Name
## value.DEFINED_THING.option = Fancy name

screen.Quick_Style = Quick Style
screen.Quick_Style.comment= Quick Access to some Style related options.

screen.Border_Fog_and_DH = Border Fog & Distant Horizons
screen.Border_Fog_and_DH.comment = Distant Horizons Compatibility is Iris Exclusive at the time of writing this.

option.DIFFUSE_BOUNCE_LIGHT.comment= AMOUNT OF RAYTRACED AMBIENT SKY DIFFUSE LIGHTING

option.SKY_AMBIENT_LIGHT.comment=AMOUNT OF RAYTRACED AMBIENT SKY DIFFUSE LIGHTING. This is soft lighting from the sky, especially on rough or soft materials.
 
option.SPECULAR_BOUNCE_LIGHT.comment= AMOUNT OF RAYTRACED AMBIENT SKY SPECULAR LIGHTING. This is reflections of the sky, especially on hard or shiny materials.

option.BOUNCE_LIGHT_M=Bounce Light Multiplier.
option.BOUNCE_LIGHT_M.comment=  Change how strong the light bouncing effect is. Changing this will easily break things to look physically impossible.

option.BOUNCE_MORE=Light Bounces 
option.BOUNCE_MORE.comment= The depth of the Light Simulation. Every bounce scatters light in multiple directions, this is how many times it should so this per frame. This affects performance.
## 0 //[0 1 2 3] // Amount of light bounces . Very Expensive! 

option.KILL_SWITCH.comment= Fps for Kill Switch . Light Simulation will stop below this fps! So you can still navugate menus and turn it down .It shows a RED BOX in top left, 	It will toggle per frame so you still might get lagged out
##//[0 1 5 10 20 24 30 40 50 60] ////requires //uniform float frameTime;
 
 


option.RAY_ACCELERATION.comment=Speeds up rays to maintain precise close reflections and better ray distance at the same time . too high might hurt ray accuracy
##  0.2 //[0.05 0.1 0.15 0.2 0.25 0.3 0.35 0.4 0.5 0.6 0.7 1.0] //
 option.RAY_DIST.comment =     ###define REFINER_STEPS_RAY 6 //[0 1 2 3 4 5 6 7 8 9 10] //fractal refinement of ray collission position

option.RAY_DIST.comment = further ray distance . this may break close reflections at low step count
##1 //[0 1 2 3 4 5 6 7 8 9 10] //

option.SKY_RAY_NUM_W.comment =more looks better but is slower . ray number = 4 * w * h + 1 . w wedges in convergence cone
##option.RAY_DIST.comment =     ###define SKY_RAY_NUM_W 1 // [0 1 2 3 4 5 6 7 8 9 10] // more looks better but is slower . ray number = 4 * w * h + 1 . w wedges in convergence cone

option.SKY_RAY_NUM_H.comment =more looks better but is slower . ray number = 4 * w * h + 1 .  h layers of petals in convergence cone
 ###option.RAY_DIST.comment =     ###define SKY_RAY_NUM_H 2 // [0 1 2 3 4 5 6 7 8 9 10] // more looks better but is slower . ray number = 4 * w * h + 1 .  h layers of petals in convergence cone
 
 option.DIFFUSE_THE_RAYS.comment =softness and stability of diffuse lighting. helps with low samples . can be inaccurate and cause bloom
  ###option.RAY_DIST.comment =     ###define DIFFUSE_THE_RAYS  9 //[0 1 2 3 4 5 6 7 8 9 10 15 20 25 30 40] //softness and stability of diffuse lighting. helps with low samples . can be inaccurate and cause bloom 
  
 option.DIFFUSE_THE_RAYS_SPEC.comment =softness and stability of SPECULAR lighting. helps with low samples . can be inaccurate and cause bloom . 
 ##   option.RAY_DIST.comment =     ###define DIFFUSE_THE_RAYS_SPEC  9 //[0 1 2 3 4 5 6 7 8 9 10 15 20 25 30 40] //softness and stability of SPECULAR lighting. helps with low samples . can be inaccurate and cause bloom . 
  
  
option.PBR_RAY_STEPS_SKY.comment =how accurately and expensively to propagate light rays 
##    option.RAY_DIST.comment =     ###define PBR_RAY_STEPS_SKY 20 // [0 5 10 20 30 40 50 60 70 80 90] //how accurately and expensively to propagate light rays 

option.METAL_SMOOTHER.comment=  =increase metal smoothness for crisper reflections
##    option.RAY_DIST.comment =     ###define METAL_SMOOTHER 0.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0] 

option.METAL_REFLECTIVE.comment =increase metal reflectivity
##    option.RAY_DIST.comment =     ###define METAL_REFLECTIVE 0.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0] //increase metal reflectivity
 
 option.USE_MINECRAFT_TORCH_LIGHTING.comment =Minecraft ambient light from torches and light blocks . is divided by number of light bounces to not overpower
##    option.RAY_DIST.comment =     ###define USE_MINECRAFT_TORCH_LIGHTING 0.2 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.5 2.0 3.0 4.0 5.0] //Minecraft ambient light from torches and light blocks . is divided by number of light bounces to not overpower
 

 
 option.RAY_BIAS.comment =  This is a small number to keep rays from intersecting where they start from and not doing snything 
  ###define RAY_BIAS 0.0001 //[0.0001 0.0]

  option.NOISE_AMOUNT_IN_RAYS.comment =  noise, or random offset, to ray direction
   ###define NOISE_AMOUNT_IN_RAYS 2 //[0 1 2 3 4 5 6 7 8 9 10]
 
option.SCREEN_TANGENT.comment =   buggy test, don't use!   ###define SCREEN_TANGENT 1 //[0 1] //buggy test, don't use!
 
 option.GEN_NORMAL_MAP =Generate Normal Maps
 option.GEN_NORMAL_MAP.comment =generate a normal map for blank textures to play better with the light simulation . probably won't work in texture filtering range if tex filtering is on
 ##   option.RAY_DIST.comment =     ###define GEN_NORMAL_MAP 0 //[0 1] //generate a normal map for blank textures to play better with the light simulation . probably won't work in texture filtering range


  ##option.RAY_DIST.comment =     ###define DEBUG_GEN_NORMAL_MAP 0 //[0 1] //buggy test, don't use!

 ##option.RAY_DIST.comment =     ###define N_BLANK_R 1.0 //[0.0 0.5 1.0] //VALUE FOR MISSING TEXTURES TO OVERRIDE
  ##option.RAY_DIST.comment =     ###define N_BLANK_G 1.0 //[0.0 0.5 1.0] //VALUE FOR MISSING TEXTURES TO OVERRIDE
   ##option.RAY_DIST.comment =     ###define N_BLANK_B 1.0 //[0.0 0.5 1.0] //VALUE FOR MISSING TEXTURES TO OVERRIDE
    ##option.RAY_DIST.comment =     ###define N_BLANK_A 1.0 //[0.0 0.5 1.0] //VALUE FOR MISSING TEXTURES TO OVERRIDE
   
    ##option.RAY_DIST.comment =     ###define S_BLANK_R 1.0 //[0.0 1.0] //VALUE FOR MISSING TEXTURES TO OVERRIDE
  ##option.RAY_DIST.comment =     ###define S_BLANK_G 1.0 //[0.0 1.0] //VALUE FOR MISSING TEXTURES TO OVERRIDE
   ##option.RAY_DIST.comment =     ###define S_BLANK_B 1.0 //[0.0 1.0] //VALUE FOR MISSING TEXTURES TO OVERRIDE
    ##option.RAY_DIST.comment =     ###define S_BLANK_A 1.0 //[0.0 1.0] //VALUE FOR MISSING TEXTURES TO OVERRIDE


 option.CURVE_LENS.comment =   buggy test, don't use! 
  ###define CURVE_LENS 1 //[0 1 2 3] //buggy test, don't use!
 
 option.REDUCE_DIFFUSE_BY_REFLECTIVITY_.comment =1.0 is realistic . 0 is because i don't think most artists think about it.
 ##   option.RAY_DIST.comment =     ###define REDUCE_DIFFUSE_BY_REFLECTIVITY_ 1.0 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0] //1.0 is realistic . 0 is because i don't think most artists think about it
 
 option.HANDHELD_REDUCE_DIFFUSE_BY_REFLECTIVITY_.comment =1.0 is realistic . 0 is because i don't think most artists think about it 
 ##     option.RAY_DIST.comment =     ###define HANDHELD_REDUCE_DIFFUSE_BY_REFLECTIVITY_ 0.9 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0] //1.0 is realistic . 0 is because i don't think most artists think about it 
  option.REDUCE_DIFFUSE_BY_REFLECTIVITY_METALS.comment =1.0 is realistic . 0 is default because i don't think most artists think about it
  ##    option.RAY_DIST.comment =     ###define REDUCE_DIFFUSE_BY_REFLECTIVITY_METALS 1.0 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0] //1.0 is realistic . 0 is default because i don't think most artists think about it

##option.RAY_DIST.comment =     ###define HALF_RAYS 0 //[0 1]//buggy test, combine diffuse and specular

option.ASSUMED_DEPTH.comment =assumed depth of things in screenspace effects . higher gets rid of halos and collides better, but may create occclussion where it shouldn't be . 
##   option.RAY_DIST.comment =     ###define ASSUMED_DEPTH 1.0 //[ 0.1 0.2 0.5 0.7 1.0 1.5 2.0 3.0 4.0 5.0 10.0 100.0 10000.0] //assumed depth of things in screenspace effects . higher gets rid of halos and collides better, but may create occclussion where it shouldn't be . 

option.ASSUMED_DEPTH_DYNAMIC.comment =increases assumed depth based on distance from camera . usually looks a lot better
##   	option.RAY_DIST.comment =     ###define ASSUMED_DEPTH_DYNAMIC 1 //[0 1] // increases assumed depth based on distance from camera . usually looks a lot better
	
	
						
##option.RAY_DIST.comment =     ###define DEBUG_CPF 0 //[0 1]// debug views , not for gameplay!

option.FIX_SSS_LIGHT_LEAK.comment =turning this off will make things directly on top of honey or leaves not cast shadows into it . off will make forest canopies brighter as branches and trunks will not cast shadows on leaves . off may save performance
##   option.RAY_DIST.comment =     ###define FIX_SSS_LIGHT_LEAK 0 //[0 1] //turning this off will make things directly on top of honey or leaves not cast shadows into it . off will make forest canopies brighter as branches and trunks will not cast shadows on leaves . off may save performance

option.RAY_FULLY_CONVERGE.comment =fully converge ray cones . may waste performance . may look better with crisper reflections
##   option.RAY_DIST.comment =     ###define RAY_FULLY_CONVERGE 1 //[0 1]//fully converge ray cones . may waste performance . may look better with crisper reflections

option.RAY_NUM_W.comment =more looks better but is slower . ray number = 4 * w * h + 1 . w wedges in convergence cone
##   option.RAY_DIST.comment =     ###define RAY_NUM_W 1 // [0 1 2 3 4 5 6 7 8 9 10] // more looks better but is slower . ray number = 4 * w * h + 1 . w wedges in convergence cone


option.RAY_NUM_H.comment =more looks better but is slower . ray number = 4 * w * h + 1 .  h layers of petals in convergence cone
##   option.RAY_DIST.comment =     ###define RAY_NUM_H 3 // [0 1 2 3 4 5 6 7 8 9 10] // more looks better but is slower . ray number = 4 * w * h + 1 .  h layers of petals in convergence cone


 option.ROUGH_FRESNEL.comment =   FRESNEL amount for rough materials
   
   option.ROUGH_FRESNEL_CURVE = Rough Fresnel curve
   option.ROUGH_FRESNEL_CURVE.comment= The Exponential curvature applied to rough fresnel, where rf = f^x
 option.ROUGH_FRESNEL_EXPONENTIAL.comment = FRESNEL for rough materials use an extra exponential curvature . 0 no . 1 exponentially less fresnel but still full at parallel angles
     ###define ROUGH_FRESNEL_EXPONENTIAL 0 // [ 0 1] //FRESNEL for rough materials use an extra exponential curvature . 0 no . 1 exponentially less fresnel but still full at parallel angles
	 option.ROUGH_FRESNEL_EXPONENT=Rough Fresnel Mix amount
 option.ROUGH_FRESNEL_EXPONENT.comment = FRESNEL for rough materials use an extra exponential curvature . 0 none . 1 exponentially less fresnel but still full at parallel angles . degree of effect
     ###define ROUGH_FRESNEL_EXPONENT 0.5 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0] //FRESNEL for rough materials use an extra exponential curvature . 0 no . 1 exponentially less fresnel but still full at parallel angles . degree of effect
 option.FRESNEL_CURVE=Fresnel Curve 
 option.FRESNEL_CURVE.comment =Fresnel Curve for smooth materials. Exponential factor  where f = angle difference ^x
 option.CURVE_ASPECT.comment =  debug
    ###define CURVE_ASPECT 1.0 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.5 2.0 2.5 3.0 3.5 4.0 5.0 ]
 
option.DIRTY_WATER.comment =    linear rate of DIRT color per meter (block) . 1.0 is ~1 block visibility . 0.1 is 10 blocks
 ###define DIRTY_WATER 0.05 //[ 0.0 0.001 0.002 0.003 0.005 0.007 0.01 0.02 0.03 0.05 0.07 0.1 0.12 0.15 0.17 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 0.92 0.95 0.97 0.99 1.0] //linear rate of DIRT color per meter (block) . 1.0 is 1 block . 0.1 is 10 blocks
 option.DIRTY_WATER_R.comment =    dirt color Red
  ###define DIRTY_WATER_R 0.1 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
  option.DIRTY_WATER_G.comment =  dirt color Green
     ###define DIRTY_WATER_G 0.1 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
   option.DIRTY_WATER_B.comment = dirt color Blue     ###define DIRTY_WATER_B 0.1 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]




option.WATER_ABSORB_R.comment =   linear rate of light color absorption per meter (block) . 1.0 is 1 block . 0.1 is 10 blocks
  ###define WATER_ABSORB_R 0.3 //[ 0.0 0.001 0.002 0.003 0.005 0.007 0.01 0.02 0.03 0.05 0.07 0.1 0.12 0.15 0.17 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 0.92 0.95 0.97 0.99 1.0] //linear rate of light color absorption per meter (block) . 1.0 is 1 block . 0.1 is 10 blocks
option.WATER_ABSORB_G.comment =linear rate of light color absorption per meter (block) . 1.0 is 1 block . 0.1 is 10 blocks
     ###define WATER_ABSORB_G 0.05 //[ 0.0 0.001 0.002 0.003 0.005 0.007 0.01 0.02 0.03 0.05 0.07 0.1 0.12 0.15 0.17 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 0.92 0.95 0.97 0.99 1.0] //linear rate of light color absorption per meter (block) . 1.0 is 1 block . 0.1 is 10 blocks
option.WATER_ABSORB_B.comment =    linear rate of light color absorption per meter (block) . 1.0 is 1 block . 0.1 is 10 blocks 
###define WATER_ABSORB_B 0.01 //[ 0.0 0.001 0.002 0.003 0.005 0.007 0.01 0.02 0.03 0.05 0.07 0.1 0.12 0.15 0.17 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 0.92 0.95 0.97 0.99 1.0] //linear rate of light color absorption per meter (block) . 1.0 is 1 block . 0.1 is 10 blocks
option.WATER_SKIN_R.comment =    color allowed through water skin, tints even shallow water 
 ###define WATER_SKIN_R 0.99 //[ 0.0 0.001 0.002 0.003 0.005 0.007 0.01 0.02 0.03 0.05 0.07 0.1 0.12 0.15 0.17 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 0.92 0.95 0.97 0.99 1.0] //color allowed through water skin, tints even shallow water 
option.WATER_SKIN_G.comment =    color allowed through water skin, tints even shallow water 
 ###define WATER_SKIN_G 1.0 //[ 0.0 0.001 0.002 0.003 0.005 0.007 0.01 0.02 0.03 0.05 0.07 0.1 0.12 0.15 0.17 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 0.92 0.95 0.97 0.99 1.0] //color allowed through water skin, tints even shallow water 
option.WATER_SKIN_B.comment =    color allowed through water skin, tints even shallow water  ###define WATER_SKIN_B 1.0 //[ 0.0 0.001 0.002 0.003 0.005 0.007 0.01 0.02 0.03 0.05 0.07 0.1 0.12 0.15 0.17 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 0.92 0.95 0.97 0.99 1.0] //color allowed through water skin, tints even shallow water 



option.AMBIENT_LIGHT_FLAT.coment=multiply the flat ambient light . Use this to brighten shadows . This will easily hide raytraced lighting!
     ###define AMBIENT_LIGHT_FLAT 0.2 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0] //multiply the old flat ambient light . Use this to brighten shadows . This will easily hide raytraced lighting!
option.INTEGRATED_SSS.comment =   multiply INTEGRATED Sub Surface Scattering   . which makes things without a pbr texture still maybe have the effec
  ###define INTEGRATED_SSS 1.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0] //multiply INTEGRATED Sub Surface Scattering   . which makes things without a pbr texture still maybe have the effect
option.SSS_DECAY_RATE.comment =  Sub Surface Scattering will be absorbed faster by this rate . 1.0 is 3 blocks of depth . 3.0 is about 1 block of depth
   ###define SSS_DECAY_RATE 1.0 //[0.25 0.5 0.75 1.0 1.5 2.0 2.5 3.0] //Sub Surface Scattering will be absorbed faster by this rate . 1.0 is 3 blocks of depth . 3.0 is about 1 block of depth

option.SSS_SCATTER_WIDTH.comment =   width of the effect
  ###define SSS_SCATTER_WIDTH 30.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 2.0 3.0 4.0 5.0 7.0 10.0 20 30 40 50 100]

option.BORDER_FOG.comment =    amount of render distance in tenths to use for border fog . it's a fade out effect . high values will have light leak in fog at sunset
 ###define BORDER_FOG 3 //[0 1 2 3 4 5 6 7 8 9 10] // amount of render distance in tenths to use for border fog . it's a fade out effect . high values will have light leak in fog at sunset
option.BORDER_FOG_CLOUDS.comment =  amount of the fog distance in tenths to have clouds in . 0 or too low will create pop-in! 10 will be very smooth fade in with clouds in it . 10 was the old default
   ###define BORDER_FOG_CLOUDS 2 //[0 1 2 3 4 5 6 7 8 9 10] // amount of the fog distance in tenths to have clouds in . 0 or too low will create pop-in! 10 will be very smooth fade in with clouds in it . 10 was the old default
option.BORDER_FOG_ALTITUDE.comment =   add height based fog this high
  ###define BORDER_FOG_ALTITUDE 3 //[0 1 2 3 4 5 6 7 8 9 10] // add height based fog this high

option.LIGHT_LEAK_ANGLE_LIMIT.comment =  adjusting this will reduce shadow seams in seamless 3d textures when using no-cubes . high might disable light leak fix for corners . low will create shadow seams on block edges that are smooth, not sharp
   ###define LIGHT_LEAK_ANGLE_LIMIT 0.9 //[ 0.0 0.01 0.02 0.03 0.1 0.15 0.16 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.5 2.0] //adjusting this will reduce shadow seams in seamless 3d textures when using no-cubes . high might disable light leak fix for corners . low will create shadow seams on block edges that are smooth, not sharp




##//SHADoWS
option.SHADOW_DISTORT_ENABLED.comment =Toggles shadow map distortion . better shadows up close at the cost of worse far shadows. 
     ###define SHADOW_DISTORT_ENABLED //Toggles shadow map distortion . better shadows up close at the cost of worse far shadows. 
option.SHADOW_DISTORT_FACTOR.comment = Distortion factor for the shadow map. Has no effect when shadow distortion is disabled. lower is more distorted and may make far shadows look bad. 0.1 seems good 
    ###define SHADOW_DISTORT_FACTOR 0.10 //Distortion factor for the shadow map. Has no effect when shadow distortion is disabled. lower is more distorted and may make far shadows look bad. 0.1 seems good [ 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.10 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.20 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.30 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.40 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.50 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.60 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.70 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.80 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.90 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.00]
option.SHADOW_BIAS.comment =    Increase this if you get shadow acne. Decrease this if you get peter panning. 
 ###define SHADOW_BIAS 1.00 //[0.0 0.001 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.60 0.70 0.80 0.90 1.00 1.50 2.00 2.50 3.00 3.50 4.00 4.50 5.00 6.00 7.00 8.00 9.00 10.00]//Increase this if you get shadow acne. Decrease this if you get peter panning. 

option.SHADOW_LENS_CURVATURE.comment =  Higher quality shadows closer to you at the cost of worse shadows far away
   ###define SHADOW_LENS_CURVATURE 5 //[1 2 3 4 5 6 7 8 9 10 ] //Higher quality shadows closer to you at the cost of worse shadows far away

option.SHADOW_DEPTH_MULT.comment =  Shadow map has a depth of 255 centered around player, divide that limit by this to multiply the range so that sunset and sunrise have longer shadow range. 0.5 doubles, 0.25 quadruples . May cause light leak issues!
   ###define SHADOW_DEPTH_MULT 0.5 //[ 1.0 0.75 0.5 0.4 0.3 0.25 0.2 0.1]//Shadow map has a depth of 255 centered around player, divide that limit by this to multiply the range so that sunset and sunrise have longer shadow range. 0.5 doubles, 0.25 quadruples . May cause light leak issues!

option.COLORED_SHADOWS.comment = 
Colored transparent shadows from glass and water. Water caustics use this. ###define COLORED_SHADOWS 1 // [0 1]

option.WAVY_FOLIAGE.comment =    Lraves and grass and stuff blowing in the wind ###define WAVY_FOLIAGE 0

option.BLURRY_SHADOWS=Shadow Style
option.BLURRY_SHADOWS.comment =  Choose pixelated, filtered, crisp, etc.    ###define BLURRY_SHADOWS 1 // [0 1]



##//Water 
option.WATER_STYLE.comment =   water style. 0 is Vanilla
 ###define WATER_STYLE 1 //[0 1 ]//water style. 0 is Vanilla
option.WIND_STRENGTH.comment =    for water
 ###define WIND_STRENGTH 1.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 2.0 3.0 4.0 5.0]
option.WATER_SPEED.comment =    speed of water texture movements

 ###define WATER_SPEED 1.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 2.0 3.0 4.0 5.0 6.0 7.0 10.0 50.0 100.0 1000.0]
option.WEATHER_TIME.comment = Speed of minor Weather Changes like cloudiness that isn't storm related.
 ###define WEATHER_TIME 1.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 2.0 3.0 4.0 5.0]
option.WATER_SCALE.comment =    Scale of water texture, procedural
 ###define WATER_SCALE 1.0 //[ 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 2.0]
option.WIND_SPEED.comment =    for water
 ###define WIND_SPEED 1.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.WIND_SPOT_SIZE.comment =    for water, size of windy spots

 ###define WIND_SPOT_SIZE 1.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 2.0 3.0 4.0 5.0 6.0 7.0 10.0]
 
option.STORM_STRENGTH.comment = Strength of Storm effects, like faster clouds, waves, wind, foamier water, etc.
    ###define STORM_STRENGTH 1.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 2.0 3.0 4.0 5.0 6.0 7.0 10.0]

option.INFINITE_OCEAN.comment =    Infinite ocean with Cloud Style 1. won't be visible much if using distant horizons. Costs some fps
 ###define INFINITE_OCEAN 1 //[0 1 ] 
option.FAKE_SKY_REFLECTION.comment =   For cloud style 1, this puts sky and ckoud reflections in water on Low settings without needing the light simulation  ###define FAKE_SKY_REFLECTION 1 //[0 1 ] 

option.RAY_DIST.comment =     ###define WATER_SKIN_R2 0.5 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.RAY_DIST.comment =     ###define WATER_SKIN_G2 0.7 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.RAY_DIST.comment =     ###define WATER_SKIN_B2 1.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.RAY_DIST.comment =     ###define WATER_FOAM_R 1.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.RAY_DIST.comment =     ###define WATER_FOAM_G 1.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.RAY_DIST.comment =     ###define WATER_FOAM_B 1.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.RAY_DIST.comment =     ###define WATER_SKIN_A2 0.7 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0] 


##//CLOUDS
option.CLOUD_SIZE.comment =    INVERTED. SMALLER IS BIGGE

 ###define CLOUD_SIZE 0.2 //[ 0.001 0.01 0.02 0.05 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]// INVERTED. SMALLER IS BIGGER

option.CLOUD_SIZE_CUTOFF.comment =    REMOVE THIS MUCH CLOUD IN PATCHES ###define CLOUD_SIZE_CUTOFF 0.5 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]//REMOVE THIS MUCH CLOUD IN PATCHES

option.CLOUDINESS_PATCHY_SIZE.comment =   INVERTED. SMALLER IS BIGGER
  ###define CLOUDINESS_PATCHY_SIZE 0.01 //[ 0.001 0.01 0.02 0.05 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]// INVERTED. SMALLER IS BIGGER
option.CLOUD_PATCH_CUTOFF.comment =  REMOVE THIS MUCH CLOUD IN PATCHES
   ###define CLOUD_PATCH_CUTOFF 0.4 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]//REMOVE THIS MUCH CLOUD IN PATCHES
   
   option.CLOUD_STYLE=Cloud Style
option.CLOUD_STYLE.comment =    CLOUD style. 0 is Vanilla . 1 is dreamy. 5 is immersive
 ###define CLOUD_STYLE 1 //[0 1 5]//CLOUD style. 0 is Vanilla . 1 is dreamy. 5 is immersive

option.SKY_STEPS.comment =  how many raytracingbsteps to use for the sky. This gives much more viewing distance at cost of performance
 ###define  SKY_STEPS 90 ///[10 20 30 40 50 60 70 80 90 100 120 150 200 250 300 400 500 1000]
option.LOW_QUALITY_CLOUDS.comment =  Cloud calculation Quality/Detail: might cost performance 0- full, 1- use some calculations, 2- use very few calculations lower detail 
 ###define LOW_QUALITY_CLOUDS 0 //[2 1 0]SKY_RAY_ACCELERATION
option.SKY_RAY_ACCELERATION.comment =  Further viewing distance at cost of quality. CHANGIMG THIS BREAKS THE SKY EASILY
 ###define SKY_RAY_ACCELERATION 1.05 //[ 1.0 1.05 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
option.SKY_RAY_STEP_SIZE.comment =CHANGING THIS CURRENTLY BREAKS THE SKY
     ###define SKY_RAY_STEP_SIZE 0.1 //[ 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.5 2.0 5.0 10.0 ]//CHANGING THIS CURRENTLY BREAKS THE SKY
option.SKY_NOISE_H.comment =    starting forward dither offset
 ###define SKY_NOISE_H 0.5 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]//starting forward dither offset
option.SKY_NOISE_W.comment =    scattering dither
 ###define SKY_NOISE_W 0.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]//scattering dither
option.SKY_NOISE_H2.comment =    forward dither per step
 ###define SKY_NOISE_H2 2 //[0 1 2 3 4 5 6 7 8 9 10]//forward dither per step
option.ANIMATE_NOISE_H2.comment =forward dither per step, ANIMATED. probably needs CLOUD TAA, or will look staticky 
     ###define ANIMATE_NOISE_H2 0 //[0 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 100]//forward dither per step, ANIMATED
option.JET_STREAM.comment =    WIND SPEED THAT MOVES WEATHER SYSTEMS
 ###define JET_STREAM 5.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.5 2.0 5.0 10.0 20.0 50.0 100.0]// WIND SPEED THAT MOVES WEATHER SYSTEMS

##option.AIR_SPECULAR.comment =     ###define AIR_SPECULAR 0.1 //[ 0.0 0.001 0.002 0.003 0.004 0.005 0.007 0.008 0.01 0.02 0.05 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 20.0 100.0 1000.0]

##option.RAY_DIST.comment =     ###define AIR_DENSITY 0.003 //[ 0.0 0.001 0.002 0.003 0.004 0.005 0.007 0.008 0.01 0.02 0.05 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]


option.CLOUD_PATCHY_STR.comment =PATCHY STRENGTH FOR CLOUDS . higher is more defined patches with holes in clouds . loweer is full cloud cover
     ###define CLOUD_PATCHY_STR 20.0 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.5 2.0 5.0 10.0 20.0 100.0] // PATCHY STRENGTH FOR CLOUDS . higher is more defined patches with holes in clouds . loweer is full cloud cover
option.CLOUD_SIZE_STR.comment =    PATCHY STRENGTH FOR CLOUDS . higher is more defined patches with holes in clouds . lower is full cloud cover
 ###define CLOUD_SIZE_STR 1.0 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.5 2.0 5.0 10.0 ] // PATCHY STRENGTH FOR CLOUDS . higher is more defined patches with holes in clouds . loweer is full cloud cover


option.CLOUD_SCALE.comment =    smallee is bigger , changing this might break stuff. Scales the entire sky.
 ###define CLOUD_SCALE 0.05 //[ 0.0 0.001 0.002 0.003 0.004 0.005 0.007 0.008 0.01 0.02 0.05 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]


option.CLOUD_FRACTAL_DEPTH_MIN.comment =   Minimum fractal detail level for clouds and fog. lod by distance
   ###define CLOUD_FRACTAL_DEPTH_MIN 2 //[ 1 2 3 4 5 6 7 8 9 10]//lod by distance
option.CLOUD_FRACTAL_DEPTH_MAX.comment =   Maximum fractal detail level for clouds and fog. lod by distance
  ###define CLOUD_FRACTAL_DEPTH_MAX 4 //[ 1 2 3 4 5 6 7 8 9 10]//lod by distance

option.SHADING_STEPS_CLOUDS.comment =More dynamic shading at heavy cost
     ###define SHADING_STEPS_CLOUDS 3 //[ 1 2 3 4 5 6 7 8 9 10 15 20]//More dynamic shading at heavy cost
option.SHADING_STEPS_FOG.comment = More dynamic shading at heavy cost
    ###define SHADING_STEPS_FOG 3 //[ 1 2 3 4 5 6 7 8 9 10 12 15 17 20]////More dynamic shading at heavy cost



option.FOG_3D.comment =  Opacity of 3d FOG
   ###define FOG_3D 1.0 //[ 0.0 0.001 0.002 0.003 0.004 0.005 0.007 0.008 0.01 0.02 0.05 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]

option.TAA_ON= TAA
option.TAA_ON.comment = Temporal Anti-Aliasing: Often blurry and ghosty technique That mixes data from previous frames to try to look better, often jitters camera as well
    ###define TAA_ON 0 //[0 1]
option.TAA_HISTORY.comment =    STRENGTH OF HISTORY . BIGGER IS MORE GHOSTING BLUR BUT MORE EFFECT
 ###define TAA_HISTORY 1.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]  // STRENGTH OF HISTORY . BIGGER IS MORE GHOSTING BLUR BUT MORE EFFECT
option.TAA_WIDTH.comment =    1.0 IS STANDARD, MORE IS BLURRY
 ###define TAA_WIDTH 0.5 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.5 2.0 5.0 10.0 100.0] // 1.0 IS STANDARD, MORE IS BLURRY
option.TAA_BRIGHT_SPD.comment =  favor brighter data this much, ir quicker
 ###define TAA_BRIGHT_SPD 0.8 //[ 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0] 
option.TAA_DARK_SPD.comment =  favor dark this quickly. low will ghist but build up frame data
   ###define TAA_DARK_SPD 0.5 //[ 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0] 

option.FORWARD_RENDER.comment =  only use for compatibility, will be slower and breaks light simulation
   ###define FORWARD_RENDER 1 //[0 1] // onlly use for compatibility, will be slower and breaks light simulation
option.FORWARD_RENDER_BG.comment = onlly use for compatibility, will be slower and breaks stuff
    ###define FORWARD_RENDER_BG 0 //[0 1 2]
option.BACKGROUND_RESOLUTIION_DIVIDER.comment = Lower resolution clouds and background for massive fps boost
    ###define BACKGROUND_RESOLUTIION_DIVIDER 2//[1 2 4 5 10]// Lower resolution clouds and background for massive fps boost
option.CLOUD_SPECULAR.comment = brighter, more visible clouds and fog in light
     ###define CLOUD_SPECULAR 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.5 2.0 5.0 10.0 100.0]
##option.RAY_DIST.comment =     ###define CLOUD_OPACITY 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.5 2.0 3.0 4.0 5.0 10.0 100.0]




option.CLOUD_SHADING.comment =    Darkness of cloud shading
 ###define CLOUD_SHADING 0.5 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 2.0 3.0 4.0 5.0 ]//
option.OBJECT_SHADOWS_RANGE_CLOUDS.comment =  RANGE FOR SHADOWS ONTO FOGS AND CLOUDS from blocks and entities, Number is of chunk render distance. Higher than 1.0 is for Distant Horizons.
   ###define OBJECT_SHADOWS_RANGE_CLOUDS 0.9 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 10. 20. 100.]//RANGE FOR SHADOWS ONTO FOGS AND CLOUDS
option.COLORED_SHADOWS_RANGE_CLOUDS.comment =    RANGE FOR COLORED SHADOWS ONTO FOGS AND CLOUDS from blocks and entities, Number is of chunk render distance. Higher than 1.0 is for Distant Horizons.
 ###define COLORED_SHADOWS_RANGE_CLOUDS 0.1 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]//RANGE FOR SHADOWS ONTO FOGS AND CLOUDS
option.CLOUD_SHADOW_BIAS.comment =   offset for shadow acne 
 ###define CLOUD_SHADOW_BIAS 0.0001 //[  0.0 0.0001 0.0002 0.0003 0.0005  0.001 0.002 0.003 0.005  0.01 0.1 ]
option.FAR_CLOUDS.comment =    The distance used for the background
 ###define FAR_CLOUDS 11111111. //[0.  1. 111. 1111. 11111111.] 
option.POST_DITHER_FOG.comment =  Coping Mechannnism: Dither Fog & Clouds this much. for lower resolution rendering
   ###define POST_DITHER_FOG 0 //[0 2 5 7 10 15 20 30 40 50 100]
option.CLOUD_VOXEL_SIZE.comment = Make Clouds into Cubes: Size in blocks. 0 is off.
     ###define CLOUD_VOXEL_SIZE 0 //[0 1 2 4 5 10 20 50 100 1000]
option.FRACTAL_ROUGHNESS.comment =   of clouds and fog
  ###define FRACTAL_ROUGHNESS 0.5 //[ 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0] 

option.ADDITIVE_CLOUD_ALPHA.comment =  blending techniques
   ###define ADDITIVE_CLOUD_ALPHA 1 //[0 1 2 3]
#option.RAY_DIST.comment =     ###define USE_MINECRAFT_SKY_COLORS 0 //[0 1]
#option.RAY_DIST.comment =     ###define USE_MINECRAFT_FOG_COLORS 0 //[0 1]
option.USE_MINECRAFT_CLOUD_COLORS.comment =  Uses fog color for clouds
   ###define USE_MINECRAFT_CLOUD_COLORS 0 //[0 1]

option.DAY_LENGTH.comment =    Purely asthetic. 2.0 is 12 hours of 24
 ###define DAY_LENGTH 1.0// [ 1.0 1.1 1.2 1/5 1.75 2.0 2.1 2.25 2.5 2.75 3.0 3.2 3.3 3.5 4.0]//Purely asthetic. 2.0 is 12 hours of 24
option.SUNRISE.comment =  Purely aesthetic. 0.25 is standard
   ###define SUNRISE 0.0 // [0.0 0.1 0.2 0.25 0.3 0.34 .4 .5 .6 .7 .8 .9 1.0]//Purely aesthetic. 0.25 is standard

option.MOON_BRIGHTNESS.comment = I'm not sure what you expect to read here. Mama Mia! 
     ###define MOON_BRIGHTNESS 0.5 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]//
option.AMBIENT_SKY_LIGHT.comment = level of sky light outdoors
     ###define AMBIENT_SKY_LIGHT 0.7 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]// 

##option.RAY_DIST.comment =     ###define AMBIENT_SKY_LIGHT_CLOUDS 0.2 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]// 
option.SUN_ELEVATION_TINT.comment =   How strong sunset color tinting is
 ###define SUN_ELEVATION_TINT 0.3 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]//
option.QUICK_CLOUDS.comment =    render as horizontal slices instead of better immersive raytracing. you can still fly and move through them. probably needs work.
 ###define QUICK_CLOUDS 0 //[0 1]//render as verticle slices instead of better immersive raytracing. you can still fly and move through them
option.FOG_LAYERS.comment =    in height
 ###define FOG_LAYERS 5 //[0 1 2 3 4 5 6 7 8 9 10]
option.POOFY_LAYERS.comment =    iin height
 ###define POOFY_LAYERS 20 //[0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 25 30 40 50 100 1000]
option.CIRRUS_LAYERS.comment =    in height, i think over 30 breaks into spaghetti mess, i'll fix when someone asks me to
 ###define CIRRUS_LAYERS 5 //[0 1 2 3 4 5 6 7 8 9 10]

option.CLOUD_CRISPNESS.comment = how crisp clouds are, vs soft and poofy

    ###define CLOUD_CRISPNESS 1.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.8 2.0 3.0 4.0 5.0 6.0 7.0 8.0 8.0 9.0 10.0 20.0 30.0 40.0 50.0 100.0 ]//
option.CLOUD_CRISP_BIAS.comment = probably the cutoff, i dont remember atm
    ###define CLOUD_CRISP_BIAS 0.5 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]//

option.CLOUD_PATCH_USE.comment = meand no patches, full coverage

          ###define CLOUD_PATCH_USE 1.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]//0 meand no patches, full coverage

##option.RAY_DIST.comment =     ###define CLOUD_SPEED 1.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 2.0 3.0 4.0 5.0 6.0 7.0 10.0 50.0 100.0 1000.0]
option.UPPER_ATMOSPHERE_LAYERS.comment = empty sky above clouds, hides stars in daytimr
    ###define UPPER_ATMOSPHERE_LAYERS 40. //[0. 1. 5. 10. 20. 50. 100.]
option.OZONE_LAYERS.comment =    tinted upper atmosphere
 ###define OZONE_LAYERS 10. //[0. 1. 5. 10. 20. 100. ]


option.DEBUG_VIEWS.comment =    These are debugging views i use when working on the shader to fix things and add things.
 ###define DEBUG_VIEWS 0 //[ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30]


option.PATH_TRACING_RESOLUTION_DIVIDER.comment =   Lower resolution light simulation for massive fps boost  ###define PATH_TRACING_RESOLUTION_DIVIDER 1//[1 2 4 5 10]// Lower resolution light simulation for massive fps boost
option.DEFER_SHADING.comment =   Changing might break stuff
  ###define DEFER_SHADING 0 //[0 1]

option.SKY_TINT_DIRECTION.comment = a rainbow like directional sky tinting
    ###define SKY_TINT_DIRECTION 0.1 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]//

 option.TORCH_R.comment =    Torch light Red value
  ###define TORCH_R 1.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0] 
  option.TORCH_G.comment =    Tirch light Green value
   ###define TORCH_G 0.7 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0] 
   option.TORCH_B.comment =    Torch light Blue value
    ###define TORCH_B 0.3 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0] 
   
   option.SUN_BRIGHTNESS.comment = It's so bright!!
        ###define SUN_BRIGHTNESS 3.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.8 2.0 3.0 4.0 5.0 6.0 7.0 8.0 8.0 9.0 10.0 20.0 30.0 40.0 50.0 100.0 ]//
   
option.SKY_TAA.comment =    Temporal Anti-Aliasing: Often blurry and ghosty technique That mixes data from previous frames to try to look better, often jitters camera as well
 ###define SKY_TAA 0 //[0 1]
	option.TAA_HISTORYS.comment =    STRENGTH OF HISTORY . BIGGER IS MORE GHOSTING BLUR BUT MORE EFFECT
	 ###define TAA_HISTORYS 1.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]  // STRENGTH OF HISTORY . BIGGER IS MORE GHOSTING BLUR BUT MORE EFFECT
option.TAA_WIDTHS.comment =    1.0 IS STANDARD, MORE IS BLURRY
 ###define TAA_WIDTHS 0.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.5 2.0 5.0 10.0 100.0] // 1.0 IS STANDARD, MORE IS BLURRY
option.TAA_BRIGHT_SPDS.comment =  FAVOR BRIGHTS
   ###define TAA_BRIGHT_SPDS 1.0 //[ 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0] //FAVOR BRIGHTS
option.TAA_DARK_SPDS.comment =    favor dark
 ###define TAA_DARK_SPDS 0.5 //[ 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0] //favor dark
option.TAA_BRIGHT_SPDSA.comment =alpha favor more, speed to change
     ###define TAA_BRIGHT_SPDSA 1.0 //[ 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0] //alpha favor more, speed to change
option.TAA_DARK_SPDSA.comment =    alpha favor less, speed to change
 ###define TAA_DARK_SPDSA 1.0 //[ 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0] //alpha favor less, speed to change
	
 option.DOWNSCALE_CLOUDS.comment =   lod factor for downscaling to limit noise, uses Mipmaps, fast but generally meh. will probably make better later.
   ###define DOWNSCALE_CLOUDS 0 //[0 1 2 3]  // lod factor for downscaling to limit noise
 
 option.DOWNSCALE_PTX=Downscale PathTraced Lighting
  option.DOWNSCALE_PTX.comment =lod factor for downscaling to limit noise     ###define DOWNSCALE_PTX 0 //[0 1 2 3]  // lod factor for downscaling to limit noise
option.POST_DITHER_PTX.comment =  Coping Mechanism. Dither Pathtraced lighting this much, for lower resolution light rendering
   ###define POST_DITHER_PTX 0 //[0 2 5 7 10 15 20 30 40 50 100]

 option.NOISE_GRID_SIZE_2D.comment =    changing will probably break a lot of stuff
  ###define NOISE_GRID_SIZE_2D 100.0 //[100.0 1000.0 11111.0 2000.0 10000.0 11111.0 314718.0]
   
    option.SUNRISE_COLORATION.comment =   Strength of sunset coloration
      ###define SUNRISE_COLORATION 1.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0] 
	
	option.BLOOM_STRENGTH= fine Anti Aliasing tiny bloom
	option.BLOOM_STRENGTH.comment =  a small fine 3 pixel wide blend that alsonworks as Anti Aliasing.
	   ###define BLOOM_STRENGTH 7 //[0 1 2 3 4 5 6 7 8 9 10] // 3 pixel wide blend	
	   option.BLOOM_STRENGTH_WIDE= BLOOM! 
	option.BLOOM_STRENGTH_WIDE.comment =  wide bloom strength.This is what you love or hate. It's a glowing effect.
	   ###define BLOOM_STRENGTH_WIDE 20 //[0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 60 70 80 90 100 ]// wide bloom strength
	option.BLOOM_DEPTH_WIDE.comment =    mip layers to use for bloom, each doubles the width, 8 is 256 pixels. This is future proofing. 8 is default for 1080p 
	 ###define BLOOM_DEPTH_WIDE 8 //[0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 100]//mip layers to use for bloom, each doubles the width
	option.BLOOM_FALLOFF.comment =  for wide bloom, how quickly it fades off by distance
	   ###define BLOOM_FALLOFF 100 //[0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 100 222 333 555 1000 2222 11111] // for wide bloom
	option.RAY_DIST.comment =    only bloom bright stuff
	 ###define BLOOM_ONLY_BRIGHTS 1 //[0 1]//only bloom bright stuff
	option.BLOOM_ONLY_BRIGHTS_POW.comment =   how  bright something has to be to bloom, this is an exponential decrease of brightness in bloom
	  ###define BLOOM_ONLY_BRIGHTS_POW 1.7 //[1. 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9  2. 3.]//how  bright something has to be to bloom, thisis exponential decrease of brightness in bloom


	option.PTX_BLOOM_DEPTH_WIDE.comment =   mip layers to use blooming Path Traced Lighting (PTX)
	  ###define PTX_BLOOM_DEPTH_WIDE 5 //[0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 100]//mip layers to use for PTX Bloom
	option.PTX_BLOOM_FALLOFF.comment =  for ptx wide bloom, how quickly it fades
	   ###define PTX_BLOOM_FALLOFF 100 //[0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 100 222 333 555 1000 2222 11111] // for wide bloom
	option.PTX_BLOOM_STRENGTH_WIDE.comment = strength of wide bloom on ptx
	 ###define PTX_BLOOM_STRENGTH_WIDE 12 //[0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 60 70 80 90 100 ]
	
	
	option.CLOUD_BLOOM_DEPTH_WIDE.comment =    mip layers to use
	 ###define CLOUD_BLOOM_DEPTH_WIDE 5 //[0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 100]//mip layers to use
	option.CLOUD_BLOOM_FALLOFF.comment =for wide bloom
	     ###define CLOUD_BLOOM_FALLOFF 100 //[0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 100 222 333 555 1000 2222 11111] // for wide bloom
	option.CLOUD_BLOOM_STRENGTH_WIDE.comment = strength of wide cloud bloom    ###define CLOUD_BLOOM_STRENGTH_WIDE 12 //[0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 60 70 80 90 100 ]
	
	option.CLOUDS_FINE_BLOOM_STRENGTH.comment =  pixel wide blend, acts like Anti-Aliasing
	   ###define CLOUDS_FINE_BLOOM_STRENGTH 0 //[0 1 2 3 4 5 6 7 8 9 10] // pixel wide blend	
	
	
	option.COLOR_SPACE.comment = these are  various color adjustments  
	 ###define COLOR_SPACE 1 //[0 1 2 3 4 5 6 7]
	option.DO_BLURS.comment =    if this  works, it's for disabling all effects that can look like blur, inclufing bloom, fog scattering light, water scattering light, dof, Anti-Aliasing, fog lighting, etc.
	###define DO_BLURS 1 //[0 1] // 0 DISABLES ALL BLURRING EFFECTS, SOMME OF WHICH IMPROVE QUALITY. bloom is i neffects menu
	
	option.COLOR_BITS.comment =  8 might be faster but will have more color banding, worse bloom, and break things lighting up around them. 16 is internal HDR and is recommended
	   ###define COLOR_BITS 16 //[8 16]
	
	option.DH_MODE.comment =    Distant Horizons Compatibility Mode.  ###define DH_MODE 1 //[0 1]
	
	option.STARS.comment =    Which stars to use. Vanilla are in the 'Vanilla Celestials' Option or choosing sky style 0
	 ###define STARS 2 //[0 1 2]
	 option.WIDTH_MOVING_WATERG=Galaxy Movement Range 
	option.WIDTH_MOVING_WATERG.comment =   Galaxy Movement Range for flowy movement
	 ###define WIDTH_MOVING_WATERG 0.3  //[.1 .2 .3 .4 .5 .6 .7 .8 .9 1. 2. 3. 4. 5.]
option.SCALE_MOVING_GALAXY.comment = Scale of Galaxies moving  
  ###define SCALE_MOVING_GALAXY 3.  //[.1 .2 .3 .4 .5 .6 .7 .8 .9 1. 2. 3. 4. 5.]

option.NIGHT_SKY_SCALE.comment = size of sky details, probably inverted
     ###define NIGHT_SKY_SCALE 30. //[ 1. 2. 3. 10. 20. 30. 40. 50. 60. 70. 100. ]
	option.STAR_BRIGHTNESS.comment = if you want brighter, tell me
	     ###define STAR_BRIGHTNESS 0.5 //[ .1 .2 .3 .4 .5 .6 .7 .8 0.9 1. 2. 3. 4. 5. ]
	option.GALAXY_BRIGHTNESS.comment = brightness of galaxies   
	  ###define GALAXY_BRIGHTNESS 0.6 //[.1 .2 .3 .4 .5 .6 .7 .8 .9 1. 2. 3. 4. 5.]
	option.STAR_SCALE.comment =    probably inverted
	 ###define STAR_SCALE 3.0 //[ 0.5 0.7 0.8 0.9 1.0 2.0 3.0 5.0 7.0 10.0 20.0 30.0 40.0 50.0 60.0 70.0 100.0]
	option.GALAXY_SCALE.comment = probably inverted
	     ###define GALAXY_SCALE .7 //[ 0.0001 0.001 0.01 0.02 0.05 .1 .2 .3 .4 .5 .6 .7 .8 .9 1. 2. 3. 4. 5.]
		option.GALAXY_COLOR_SCALE.comment =     scale of color variation in galaxies/nebulas
		 ###define GALAXY_PATCHY_SCALE 0.3  //[.1 .2 .3 .4 .5 .6 .7 .8 .9 1.]
			option.GALAXY_PATCHY_SCALE.comment =   size of galactic clusters
			  ###define GALAXY_PATCHY_SCALE 0.04  //[ 0.0001 0.001 0.01 0.02 0.05 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
				option.GALAXY_TIME_SCALE.comment = This is cool. Soeed up to see stars be born and die and Galaxies flow, change, and move
				     ###define GALAXY_TIME_SCALE 0.01 //[ 0.001 0.01 0.02 0.05 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.STAR_CUTOFF.comment =    higher is less stars
 ###define STAR_CUTOFF 0.97 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 0.95 0.97 0.99 0.999 1.0]
option.STAR_SIZE.comment =    star size adjuster
 ###define STAR_SIZE 3. //[.1 .2 .3 .4 .5 .6 .7 .8 .9 1. 2. 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11. 12. 13. 15. 20. 30. 100.]
option.STAR_CRISPNESS.comment = might onky be fir some star modes
    ###define STAR_CRISPNESS 8.  //[.1 .2 .3 .4 .5 .6 .7 .8 .9 1. 2. 3. 4. 5.]

option.TILEWG.comment = galaxy tiking width
    ###define TILEWG 1000.  //[.1 .2 .3 .4 .5 .6 .7 .8 .9 1. 2. 3. 4. 5.]
option.TILEHG.comment = galaxy tiling height
     ###define TILEHG 1000.  //[.1 .2 .3 .4 .5 .6 .7 .8 .9 1. 2. 3. 4. 5.]

option.HAZINESS.comment =    Low laying haze / fog amount. This is also affected by biome, time and weather so don't just turn it off without exploring
 ###define HAZINESS 0.1 //[0.0 0.01 0.1 0.2 0.3 0.4 ] 

option.DOWNSAMPLING.comment =  Downsample the entire screen. will lessen noise and probably percieved resolution  
 ###define DOWNSAMPLING 0 //[0 1 2 3 4 ]
option.TRANSLUCENT_MODE.comment = 2 has dither, 4 is standard    ###define TRANSLUCENT_MODE 4 //[0 1 2 3 4 ]

option.PEARL_WATER.comment = early  demo water some people liked   ###define PEARL_WATER 0 //[0 1]
option.WATER_F0.comment =    reflectiveness of water, 1.0 will be metallic, maybe .9 as well. physically accurate number is actually really low
 ###define WATER_F0 0.7  //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]

option.NOISE_TILING.comment =    .
 ###define NOISE_TILING 1000.0 //[1.0 100.0 1000.0 5000.0 10000.0]
option.RAY_DIST.comment =     ###define DITHER_TRANS 4 //[0 1 2 3 4 5]
option.FILL_BG.comment =  fill bg 
   ###define FILL_BG 0
option.CAUSTICS.comment =    caustics are the dance of light underwater. Options: ... 
###define CAUSTICS 4 //[0 1 2 3 4 5 ]
option.CAUSTIC_STR.comment =  strength of caustics underwater
   ###define CAUSTIC_STR .7 //[.1 .2 .3 .4 .5 .6 .7 .8 .9 1. ]
option.WATER_CAUSTIC_PASSES.comment =  how many steps to take drawing water caustics
   ###define WATER_CAUSTIC_PASSES 3 // [1 2 3]//how many steps to take drawing water caustics
option.WATER_CAUSTIC_EXPONENT.comment =   will change look
  ###define WATER_CAUSTIC_EXPONENT 1 //[0 1]
option.WATER_CAUSTIC_BRIGHTNESS.comment =  ...
   ###define WATER_CAUSTIC_BRIGHTNESS 1 // [ -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5]

option.WATER_FOG.comment =  visual  density of water
###define WATER_FOG .2  //[0. 1. .2 .3 .4 .5 .6 .7 .8 .9 1. ]
option.WATER_FOG_R.comment =    water fog Red amount 
###define WATER_FOG_R .4  //[0. 1. .2 .3 .4 .5 .6 .7 .8 .9 1. ]
option.WATER_FOG_G.comment =    water fog Green amount 
 ###define WATER_FOG_G .7  //[0. 1. .2 .3 .4 .5 .6 .7 .8 .9 1. ]
option.WATER_FOG_B.comment =     water fog Blue amount  
### 1.0  //[0. 1. .2 .3 .4 .5 .6 .7 .8 .9 1. ]
option.WISPS.comment =   crisp wispy lines in fog, wind, and clouds. can look goopy or good
 ###define WISPS 1 //[0 1]
option.WATER_TRANSLUCENCY_DISTANCE.comment =    make water see through in this distance
###define WATER_TRANSLUCENCY_DISTANCE 20.0 //[ 17.0 20.0 30.0 40.0 50.0 100.0 200.0 1000.0 ] //cheap temp trick
option.VANILLA_WATER_COLOR.comment =    amount of vanilla biome water coloration to use
 ###define VANILLA_WATER_COLOR .5  //[0. .1 .2 .3 .4 .5 .6 .7 .8 .9 1. ]


option.FOG_BLUR.comment =    Fog, Clouds, and Water will scatter light this much
 ###define FOG_BLUR 5 //[0 1 2 3 4 5 ]
option.FOG_AMBIENT_LIGHTING_AMOUNT.comment =   strength of effect of ambient bounce light in fog and clouds

  ###define FOG_AMBIENT_LIGHTING_AMOUNT 0.1  //[0. .01 .02 .03 .04 .05 .06 .07 .08 .09 .1 .15 .17  ]
option.FOG_AMBIENT_LIGHTING.comment = Can be buggy or beautiful. Ambient bounce light in fog, clouds, and water.  Steps: 0 is off. can look like bloom
   ###define FOG_AMBIENT_LIGHTING 0 //[0 1 2 3 4 5 6 7 8 9 10 ] //steps, 0 is off. can look like bloom

option.SHADER_LAVA.comment =    Use Shader Lava: 0-off, 1-Option 1,  2-Option 2 
###define SHADER_LAVA 0 //[0 1 2 ]
option.LAVA_RESOLUTION.comment =  /0 is infinite
   ###define LAVA_RESOLUTION 0 //[0 16 32 64 128 256 512 1024]//0 is infinite	

option.CAVE_MOUTH_DUST.comment = dust to catch light rays at the mouths of caves 
      ###define CAVE_MOUTH_DUST 0.1  //[0.0 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.12 0.15 0.2 0.3 0.4 0.5 ]
option.FOG_AMBIENT_SPECULAR.comment =  Ambient Light glistens fog and makes it brighter by this much
  ###define FOG_AMBIENT_SPECULAR 0.1  //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 ]
option.FOG_AMBIENT_LIGHTING_DIST.comment =  distance out to dobthis effect. can limit some bugginess
   ###define FOG_AMBIENT_LIGHTING_DIST 10000.0 //[ 10.0 15.0 20.0 30.0 50.0 100.0 10000.0 ]

option.EXPOSURE_HIGH_PASS.comment =  squeeze everything brighter thsn this into the remaining brightness of your display. .9 is 90% of 'Arbitrary Number compared to Sun Brightness that is default 3'. attempts to limit blowout and preserve whites. too low will darken picture.
   ###define EXPOSURE_HIGH_PASS 0.9  //[0.8 0.85 0.87 0.9 0.95 0.97 0.99 1.0 ]
option.EXPOSURE_HIGH_PASS_RANGE.comment =   Squeeze things up to this bright into the range over  EXPOSURE_HIGH_PASS, attempts to limit blowout and preserve whites.

###define EXPOSURE_HIGH_PASS_RANGE 10.0 //[ 0.0 0.5 0.7 1.0 1.5 1.7 2.0 3.0 5.0 10.0 15.0 20.0 30.0 50.0 100.0 10000.0 ]
option.MANUAL_EXPOSURE_RANGE.comment =   lower will be brighter, higher will be darker, this is your range of vision in brightness
 ###define MANUAL_EXPOSURE_RANGE 1.0  //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.2 1.3 1.4 1.5 2.0 3.0 4.0 5.0 ] //lower will be brighter, higher will be darker
	
option.POM.comment =   Parallax Occlussion Mapping is a 3D Textures technique, it ray traces inside blocks to give them depth.
  ###define POM 0 //[ 0 1 ]

option.ONLY_DRAW_DH.comment =   only draw distant horizons. Debugging tool.
  ###define ONLY_DRAW_DH 0 //[0 1]
option.BUGGY_DH_SHADING.comment = unused
     ###define BUGGY_DH_SHADING 1 //[0 1 2]
option.DISABLE_SKY_RAY_TRACE.comment =  unused
   ###define DISABLE_SKY_RAY_TRACE 1 //[0 1]
option.NO_DH_SHADOWS.comment = unused
     ###define NO_DH_SHADOWS 1 //[0 1]
option.DH_WETNESS.comment =    wETNESS OF dISTANT bLOCKS
 ###define DH_WETNESS 0.3 //wETNESS OF dISTANT bLOCKS [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.VANILLA_CELESTIALS.comment =   Vanilla or resource pack sun, moon, and stars will be on if set to 1
  ###define VANILLA_CELESTIALS 0 //Vanilla or resource pack sun, moon, and stars will be on if set to 1 //[0 1] 

option.SUN_COLOR_R.comment =    Sun color Red 
###define SUN_COLOR_R 1.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.SUN_COLOR_G.comment =    sun color green
 ###define SUN_COLOR_G 0.9 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.SUN_COLOR_B.comment =    sun color blue
 ###define SUN_COLOR_B 0.8 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]

option.WAVY_PLANTS.comment =  plants and stuff wave in wind and water
   ###define WAVY_PLANTS 1//plants wave in wind [0 1]
option.DH_REG_CUTOFF.comment =   cutoff distance for dh in regular chunk distance. .9 seems good
  ###define DH_REG_CUTOFF 0.9

option.SNOW_ON_FAR_CHUNKS.comment =   Put snow on far chunks. can end up looking bad but your call
  ###define SNOW_ON_FAR_CHUNKS 0 [0 1]
option.SNOW_DROPS.comment =    snow drops
 ###define SNOW_DROPS 0 [0 1]
option.SNOW_EVERYWHERE.comment =   use dynamic snow in place of rain everywhere
   ###define SNOW_EVERYWHERE 0 [0 1]
option.RAIN_DOWN_SIDES.comment = in overflowing down sides of stuff 
    ###define RAIN_DOWN_SIDES 1.0 //rain overflowing down sides of stuff [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
    
    option.THAW_TRANSITION_TIME=Thaw Transition Time
option.THAW_TRANSITION_TIME.comment =  time to transition rain to snow 
   ###define THAW_TRANSITION_TIME 300.0 //time to transition rain to snow [90.0 100.0 120.0 150.0 170.0 200.0 300.0 400.0 500.0]
   option.FREEZE_TRANSITION_TIME= Freeze Transition Time
option.FREEZE_TRANSITION_TIME.comment =   time to transition rain to snow 
  ###define FREEZE_TRANSITION_TIME 30.0 //time to transition rain to snow [30. 90.0 100.0 120.0 150.0 170.0 200.0 300.0 400.0 500.0]
option.TORCH_MELTS_SNOW.comment =   Torches, lava, and campfires etc will melt dynamic snow when on 1
  ###define TORCH_MELTS_SNOW 1 //[0 1]
option.SNOW_IN_HAND.comment =   snow in hand held stuff
  ###define SNOW_IN_HAND 1 //[0 1]
option.SLUSH_RANGE.comment =    between snow and rain ###define SLUSH_RANGE 0.05 //[ 0.001 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.12 0.15] 
option.OLD_SNOW.comment =    reference old snow code ###define OLD_SNOW 0 //[0 1 2]
 option.PATHTRACE_WEATHER.comment =   put weather particles  in the light simulation. very busy and kind if broken
  ###define PATHTRACE_WEATHER 0 //[0 1]
 option.SNOW_ON_ENTITES.comment = can be buggy when they look up
     ###define SNOW_ON_ENTITES 1 //[0 1]
 option.SNOW_SIZE_DIVIDER.comment = snow flake size adjuster
      ###define SNOW_SIZE_DIVIDER  5.0 //[4.0 5.0 6.0 7.0 8.0 9.0 10.0 20.0]
 option.SNOW_DISTANCE.comment = of regular chunks
      ###define SNOW_DISTANCE 0.8 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
  option.SNOW_DISTANCE_FADE.comment =  of distance
     ###define SNOW_DISTANCE_FADE 0.3 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
  
option.SNOW_COLOR_B.comment =   ....
  ###define SNOW_COLOR_B 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.SNOW_COLOR_R.comment =  ...
   ###define SNOW_COLOR_R 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.SNOW_COLOR_G.comment =  ...
   ###define SNOW_COLOR_G 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]

option.SUN_MELTS_SNOW_AMOUNT.comment = sunlight melts snow. will build up more in shadows. melt this much. buggy until i cache temperature data over time.
    ###define SUN_MELTS_SNOW_AMOUNT 0.8 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.72 0.75 0.77 0.8 0.9 1.0]

option.SUN_MELTS_SNOW.comment =sunlight melts snow. will build up more in shadows. buggy until i cache temperature data over time.
     ###define SUN_MELTS_SNOW 0 //[0 1] 
option.SNOW_ON_WALLS.comment = it's snow in walls. very cool looking    ###define SNOW_ON_WALLS 1 //[0 1] 
 
 option.AUTO_EXPOSURE.comment =    ...
   ###define AUTO_EXPOSURE 0 //[0 1]
 
 
 
option.RAIN_DROPS= Dynamic Rain & Snow
option.RAIN_DROPS.comment = 0-off. 1-old flat coverage. 2-work in progress 2d&3d puddle system

option.SUNRISE_TYPE.comment = 0 is old and too long of red skies, 1 is working on it, 1 is more adjustable, but the sunrise direction is tied to moon and sun right now instead of just sun 

option.HAND_HELD_LIGHTING.comment= Light from hand held items. 1-On with PBR, no raytracing. 2-On with Ray Traced shadows
option.TORCH_LITE_STEPS.comment=ray tracing steps. more will look better but might cost fps, lower will duplicate shadows and might miss small things
option.TORCH_RAYS_X.comment= for softer shadows, use this many rays across object left to right
option.TORCH_RAYS_Y.comment=for softer shadows, use this many rays across object top to bottom
option.TORCH_POSITION_ON_SCREEN_X.comment= orgin of light on screen, left is 0, 1 is right
option.TORCH_POSITION_ON_SCREEN_Y.comment= orgin of light on screen, bottom is 0, 1 is top
option.TORCH_WIDTH_X.comment= width of object for multiple rays compared to screen size
option.TORCH_WIDTH_Y.comment= width of object for multiple rays compared to screen size
 
 option.FAST_PTX=Bad Fast Pathtracing Mode
  option.FAST_PTX.comment = Fast combines diffuse and specular rays to half the amount of raytracing, but won't look as good. This usually isn't worth it at all.  0-Fancy, 1-Fast

 
 ##define DEFAULT_FRACTAL_DEPTH 3 //[1 2 3 4 5 6 7 8 9 10]
##define SUN_THROUGH_CLOUDS .9 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
##define SUN_THROUGH_CLOUDS_WIDTH .3 //[0.0 0.1 0.2 0.25 0.3 0.35 0.4]
##define CLOUDS_SHADOW_STUFF 1 //[0 1]

option.SUNLIGHT_ELEVATION_TINT_HEIGHT.comment=Minimum sunlight tint elevation during sunrise/ sunset
  ##define SUNLIGHT_ELEVATION_TINT_HEIGHT 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]

option.JANK_TRACING.comment = Ray Tracing Mode. 5 is old Fast Jank_Tracing, 6 is Accurate, 7 is Hybrid. 9 recommended. 12 has 360 lighting but no handheld torch shadows.
##6 //[5 6 7]

##define WATER_SMOOTHNESS 3.0 //[1.0 1.1 1.2 1.5 1.7 2.0 3.0 4.0 5.0 ]
option.DIFFUSE_RAY_SMOOTHNESS.comment = Smooth Diffuse Rays this much so its not like crisp reflections

##define DIFFUSE_RAY_SMOOTHNESS 0.1 //[0.0 0.01 0.02 0.03 0.04 0.05 0.06 .07 0.08 0.09 0.1 0.11 0.12 0.15 0.17 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0] 
##define WATER_NO_COLOR 1 //[0 1]

option.DH_RAY_M.comment = ray multiplier for step size dynamic assumed depth, to make Distant Horizons work
##define DH_RAY_M 2.0 //ray multiplier for step size dynamic assumed depth

option.TORCH_FLICKERING.comment = Torch gentle flicker
##define TORCH_FLICKERING 1 //[0 1]


option.FULL_RES_SKY_TRACE.comment =Full resolution Skylight Raytracing Before bounce lighting instead of running in first bounce at chosen resolution

##define FULL_RES_SKY_TRACE 0 //[0 1]

##define VANILLA_CLOUDS 0 //[0 1]

option.FLASH_LIGHT= Flash Light
option.FLASH_LIGHT.comment = Make hand held items act like a flashlight. made for spooky caves, scary nights, and horror packs
##define FLASH_LIGHT 0 //[0 1]
option.FLASHLIGHT_FLICKER_STR.comment = Flash light flickering strength. effect like a dying battery. 0.0 is no flicker. EPILEPSY WARNING
##define FLASHLIGHT_FLICKER_STR 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.HOLLOW_CENTER.comment = the flashlight has focus rings like a real one. this is how much light isn't in the center as things are too far away.
##define HOLLOW_CENTER 0.5 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]

##define FLASHLIGHT_FLICKER_SPEED 1.0 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.5 1.7 2.0 3.0 4.0 5.0]
##define FLASHLIGHT_BRIGHTNESS 5.0 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.5 1.7 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0]
option.FLASHLIGHT_DISTANCE.comment = BROKEN DON'T USE
##define FLASHLIGHT_DISTANCE 1.0 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.5 1.7 2.0 3.0 4.0 5.0 10.0]
##define TORCH_DISTANCE 1.0 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.5 1.7 2.0 3.0 4.0 5.0]
option.FLASHLIGHT_WIDTH.comment = beam width
##define FLASHLIGHT_WIDTH 1.0 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.75 0.8 0.9 1.0]
option.NARROW_DIFFUSE_CONE_BY_SMOOTHNESS.comment = Narrow all light scattering into a tighter reflection cone, even on diffuse lighting, in Fancy Pathtracing (Fast already does this) may lose subtle beauty but be more accurate
##define NARROW_DIFFUSE_CONE_BY_SMOOTHNESS 1 //[0 1]
option.ELEVATION_LIGHTING.comment =Sunlight tint in the Planet's shadow will match on terrain, like on clouds. This means mountain tops are still in sun when the bottom is already in sunset
##define ELEVATION_LIGHTING 1 //[0 1]

option.PATHTRACE_PARTICLES.comment = Buggy! 0 removes particles from light simulation. 1- is buggy

 option.LEFT_HANDED.comment = if Left Handed in Skin Customization, use this to switch torch light hands to be correct 
 
 option.NOISE_I1.comment=random noise within the ray step
 ###   10 //[0 1 2 3 4 5 6 7 8 9 10 15 20 30 40 50] //random noise within the ray step
 option.CLOUD_SHADOWS_ON_STUFF_STR=Cloud Shadows on Stuff -Darkness
option.CLOUD_SHADOWS_ON_STUFF_STR.comment=  Strength of cloud shadows on terrain and entities and stuff
### CLOUD_SHADOWS_ON_STUFF_STR 1.0 //[0 1]
option.DYNAMIC_BIOME_SKY=Dynamic Biome Sky
option.DYNAMIC_BIOME_SKY.comment=Different clouds, haze, and fog per biome
###  DYNAMIC_BIOME_SKY 1 //[0 1]

##option.blank.comment=  SUPER_SMOOTH_DH 0 //[0 1]
##option.blank.comment=  SMOOTH_DH_NORMALS 0 //[0 1]
##option.blank.comment=  DH_SMOOTHED_VALUE_ 6 //[0 1 2 3 4 5 6 7 8 9 10]
option.DEFER_WATER.comment=Defers rendering water until later, for refractions and stuff and for glass and water to have fog and clouds in front of it and behind it. ###DEFER_WATER 1 //[0 1]//for refractions and stuff

option.GLASS_TINIT_STRENGTH= Glass Tint Strengtg
option.GLASS_TINIT_STRENGTH.comment=  Glass coloration on light passing through it. at 0 the alpha value allows more white light through. At 1, its ignored.
###GLASS_TINIT_STRENGTH 0.5 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]

option.DUAL_CELESTIAL_LIGHTING.comment=directional light and maybe even shadows from the sun and moon at the same time
$$$  DUAL_CELESTIAL_LIGHTING 0//[0 1]

option.WATERFALLS.comment= Waterfall Style. 0-off, 1-extra goopy and 3D bumpiness but bad tiling, 2-2d, 3-idk, 4-best tiling and most configurable
###WATERFALLS 4 //[0 1 2 3 4]

option.WATER_TRANSLUCENCY_ANGLE.comment= adjusts the range of refraction vs reflection on water surface, changing this easily looks broken
### WATER_TRANSLUCENCY_ANGLE 1.2 //[0.1 0.2 0.3 0.4 0.5 0.6 0.75 0.8 0.9 1.0 1.2 1.5 2.0]

option.VIGNETTE_PTX.comment= The Vignette on offscreen sky light. Turning this off looks broken last i checked
$# VIGNETTE_PTX 1 //[0 1]

option.WATER_FOAM_BRIGHTNESS=Water Foam Brightness
option.WATER_FOAM_BRIGHTNESS.comment= In Waterfalls.
## WATER_FOAM_BRIGHTNESS 0.8 //[0.7 0.8 0.9 1.0]
option.RAIN_RUN_OFF= Rain Run-Off
option.RAIN_RUN_OFF.comment= Rain run off makes waterfalls muddy from run-off during and after rain.  RAIN_RUN_OFF 1 //[0 1]
option.WATERFALL_WHITENESS= Waterfall Whiteness
option.WATERFALL_WHITENESS.comment= How much Waterfalls favor white water rushing. This also increases during storms
### WATERFALL_WHITENESS 1.2 //[0.1 0.2 0.3 0.4 0.5 0.6 0.75 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5]
option.WATERFALL_SPEED=Waterfall Speed
option.WATERFALL_SPEED.comment= Water falling speed vs Mist falling speed. 10 looks realiistic for big falls, 2 looks vanillla friendly for most water and smaller falls
###10 WATERFALL_SPEED 2.0 //[1.0 1.1 1.2 1.3 1.4 1.5 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 15.0 20.0 30.0] // 10 looks realiistic for big falsls, 2 looks vanillla friendly for most water and smaller falls

option.WATERFALL_SHINY.comment= Make waterfalls shinier and more reflective
### WATERFALL_SHINY 1.0 //[1.0 1.1 1.2 1.3 1.4 1.5 2.0]
##option.blank.comment=  UNDEFER_SHADING 0 //[0 1]

option.REFRACTIONS.comment= Refractions bend light passing through water, glass, and translucent things. 0-off, 1-fast buggy aroun dweapon, 2-fast inverted, but less bug around weapon, 3-mid quality
### REFRACTIONS 1 //[0 1]
##option.blank.comment=  REFRACT_GLASS 0 //[0 1]

option.WHITE_WATER_SLANTS.comment= White water on slanted water blocks. Can make waterfalls look better, but can look out of place sometimes.

option.RAINBOWS=Rainbows
option.RAINBOWS.comment=different options. each is more realistic. 4 is more opaque, 5 is less so and therefore more elusive.



option.DEBUG_TEX_EMISSIVE= DebugbEmmissive Textures
   option.BLANK.comment= Set 1.0 to 0.0 to fix blending
      ### DEBUG_TEX_EMISSIVE 1 //[0 1]
option.REFRACTION_STEPS=Refraction Steps
    option.BLANK.comment=  Ray tracing steps
      ### REFRACTION_STEPS 5.0 //[1.0 2.0 3.0 4.0 5.0]

option.DYNAMIC_BIOME_SKY_COLOR=Dynamic Biome Sky Color
    option.DYNAMIC_BIOME_SKY_COLOR.comment= Dynamic sky color that changes  based on biome factors like temperature and humidity.
      ### DYNAMIC_BIOME_SKY_COLOR 1 //[0 1]
option.H_LAYERS=Dynamic Height Layers
    option.H_LAYERS.comment= Dynamic cloud layer amount and more shapes
       ### H_LAYERS 1 //[0 1]
option.RECESS_POM_IN_PTX= Recess POM in PTX
   option.RECESS_POM_IN_PTX.comment= Recess 3D Textures in the light simulation so it's really 3d in the lighting too. Pick whatever method looks best for your resource pack, can be buggy. 0 is off and light will bounce as if the surface was flat and not get lost in crevices.
       ### RECESS_POM_IN_PTX 3 //[0 1 2 3 4 5 6]
option.NO_SNOW=  No Snow DEBUG
  option.NO_SNOW.comment=fix for iris pre Minecraft 1.20.x not having biome temperature data
    ### NO_SNOW 0 //[0 1]

option.REFRACTION_DISTANCE=   Refraction Distance
 option.REFRACTION_DISTANCE.comment= Maximum range if the refraction light bending
    ### REFRACTION_DISTANCE 0.1 //[0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14]

option.BLANK=    option.BLANK.comment=    ### TEXTURE_FILTER_HAND 1 //[1]
option.BLANK=    option.BLANK.comment=    ### PBR_FOR_ENTITIES 1 //[1]

option.BLANK=    option.BLANK.comment=    ### BRIGHTNESS_MULT 1.0 [1.0]//unused
option.INDEPENDENT_BRANCHES=   Independent Branches
 option.INDEPENDENT_BRANCHES.comment=Tree branches wave independently. Might look broken without resource pack, but makes trees not just be blobs.
     ### INDEPENDENT_BRANCHES 1 //[0 1]
option.ABSOLUTE_BIOME_RAIN_CONTROL=   Absolute Biome Rain Cobtrol option.ABSOLUTE_BIOME_RAIN_CONTROL.comment=  Biome Rainfall Data Fully controls  clouds and puddles, meaning some areas will have none or very very little  .
### ABSOLUTE_BIOME_RAIN_CONTROL 1 //[0 1]

option.BLANK=   
 option.RIPPLES_OUTSIDE_PUDDLES.comment=  Amount of ripple strength outside full puddles
   ### RIPPLES_OUTSIDE_PUDDLES 0.5 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.BLANK=    
option.PBR_DRAINAGE.comment=  Drainage effect of materials to prevent water puddles being the same everywhere. This helps 2d and 3d textures both work with puddles.
   ### PBR_DRAINAGE 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.BLANK=  
  option.DISABLE_DRAINAGE_WITHOUT_POM.comment=  disable drainage where there isn't POM depth
    ### DISABLE_DRAINAGE_WITHOUT_POM 1 //[0 1]
option.BLANK=    option.BLANK.comment=    ### SANDSTONE_POROSITY 0.3 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.BLANK=    option.BLANK.comment=    ### SAND_POROSITY 0.8 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.BLANK=    option.BLANK.comment=    ### DIRT_POROSITY 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.RAIN_RIPPLE_SPD=Rain Ripple Speed
    option.RAIN_RIPPLE_SPD.comment=Rain ripple speed
        ### RAIN_RIPPLE_SPD 0.2 //[0.1 0.2 0.3 0.4 0.5 0.7 0.9 1.0 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.5 3.0 3.5 4.0 5.0 6.0 7.0 10.0]
option.CLEAN_CLOUDS=  Clean Clouds  option.CLEAN_CLOUDS.comment=   Denoise clouds
 ### CLEAN_CLOUDS 1 //[0 1]
option.BLANK=    option.BLANK.comment=    ### RIPPLE_RESOLUTION 0 //[0 8 16 32 64 1128 256 513 1024]
option.CLORD_CLEANLINESS=  Cloud Cleanliness
  option.CLORD_CLEANLINESS.comment= Denoising strength. more is less noisy but more blurry/downscaled looking
     ### CLORD_CLEANLINESS 0.7 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
	
option.VARIABLE_HEIGHT_POOFY=   Variable Height Poofy Clouds
 option.VARIABLE_HEIGHT_POOFY.comment= what it says    
 ### VARIABLE_HEIGHT_POOFY 1 //[0 1]
option.MID_ATMOSPHERE_LAYERS=   Mid Atmosphere Layers
 option.MID_ATMOSPHERE_LAYERS.comment=  empty space between low and medium clouds
  ### MID_ATMOSPHERE_LAYERS 0 //[0 1 5 10 20 50 100]

option.PATCHY_BY_LAYER=Cloud Patchiness by Layer
    option.PATCHY_BY_LAYER.comment=Weather can be just fog, medium, low, or high clouds, ir any varuation. 0 is off. 3 is very expensive. I dont recommend changing other than 0 or default 
        ### PATCHY_BY_LAYER 2 //3 is very expensive[0 1 2 3]
option.BLANK=   
 option.PARTIAL_FOG_BLENDING_METHOD.comment=   old ibackwards, multiplied, straight, percent of depth ### PARTIAL_FOG_BLENDING_METHOD 3 //[0 1 2 3]//old ibackwards, multiplied, straight, percent of depth

option.BLANK= 
   option.WATER_COLOR_ABSORPTION_MULT.comment=   multiplier
    ### WATER_COLOR_ABSORPTION_MULT 0.3 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.BLANK= 
   option.WATER_SUN_DEPTH.comment=inverted
       ### WATER_SUN_DEPTH 30.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 10.0 20.0 30.0 63.0 100.0 200.0 300.0] //inverted

option.CLOUD_PATCH_CUTOFF_V=  CLOUD_PATCH_CUTOFF_V
  option.CLOUD_PATCH_CUTOFF_V.comment=   REMOVE THIS MUCH CLOUD IN PATCHES
   ### CLOUD_PATCH_CUTOFF_V 0.5 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]//REMOVE THIS MUCH CLOUD IN PATCHES
option.CLOUD_PATCHY_STR_V= CLOUD_PATCHY_STR_V
   option.CLOUD_PATCHY_STR_V.comment=  PATCHY STRENGTH FOR CLOUDS . higher is more defined patches with holes in clouds . lower is full cloud cover
     ### CLOUD_PATCHY_STR_V 5.0 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.5 2.0 5.0 10.0 20.0 100.0] // PATCHY STRENGTH FOR CLOUDS . higher is more defined patches with holes in clouds . loweer is full cloud cover



//5-2024
option.BLANK=    option.BLANK.comment=    ### DARKEN_MISSING_REFRACTION_DATA_INVERTED 0.5 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.BORDERS=Toon Mode
    option.BORDERS.comment= Toon Mode is an Art style with borders and adjustments to color, lighting, and shading. Background_resolution_divider currently controls outline strength. I'll expose all the internal controls for this on request.
      ### BORDERS 0 //[0 1]

option.BLANK=    option.BLANK.comment=    ### WEATHER_AS_TRANSLUCENT 0 //[0 1]
option.BLANK=    option.BLANK.comment=    ### HAND_AS_WATER 0 //[0 1]


option.BLANK= 
   option.DAILY_WEATHER.comment=  Different cloud cover and weather per day
     ### DAILY_WEATHER 0 //[0 1]
option.COS_SCROLL=   COS_SCROLL
 option.COS_SCROLL.comment=  for Daily weather
   ### COS_SCROLL 0 //[0 1]

option.LIT_ENTIRE_SKY=Light up Sky
    option.BLANK.comment= Lightning will light up the sky and clouds
       ### LIT_ENTIRE_SKY 1 //[0 1]

option.ACCENTUATE_TORCH_SMOOTHNESS=ACCENTUATE_TORCH_SMOOTHNESS
    option.ACCENTUATE_TORCH_SMOOTHNESS.comment= Accentuate PBR Material smoothness/roughness in Handheld Torch light
       ### ACCENTUATE_TORCH_SMOOTHNESS 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]

option.BIOME_WATER= Biome Water Variation
   option.BIOME_WATER.comment=   needed for algae and stuff. dirty water in deserts, etc.
    ### BIOME_WATER 1 //[0 1]
option.ALGAE=Algae, silt, & Oil
    option.ALGAE.comment= 3d volumetric water variation stuff
       ### ALGAE 1 //[0 1]
option.BLANK=    option.BLANK.comment=    ### SHADE_ALGAE 1 //[0 1]
option.OCEAN_DEEP_STYLE=  OCEAN_DEEP_STYLE
  option.OCEAN_DEEP_STYLE.comment= shading methods for water volumes and thier variants
      ### OCEAN_DEEP_STYLE 5 //[0 1 2 3 4 5]
option.SHADING_STEPS_OCEAN=   SHADING_STEPS_OCEAN
 option.SHADING_STEPS_OCEAN.comment=   ray tracing steps in shading per volumetric raytracing step
  ### SHADING_STEPS_OCEAN 3 //[1 1 2 3 4 5 6 7 8 9 10 11 20 30 100]

option.DH_FADE=Fade - Distant Horizons   
 option.DH_FADE.comment=  how far to fade close chunks into far chunks
  ### DH_FADE .3 //[0.0001 .1 .2 .3 .4 .5]// how far to fade close chunks into far chunks
option.GLOWING_DEEP_ALGAE=   GLOWING_DEEP_ALGAE
 option.GLOWING_DEEP_ALGAE.comment= GLOWING_DEEP_ALGAE   
  ### GLOWING_DEEP_ALGAE 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.OCEAN_DEPTH_LAYER_SIZE=   OCEAN_DEPTH_LAYER_SIZE
 option.OCEAN_DEPTH_LAYER_SIZE.comment=also affects shading strength of volumetics
     ###	OCEAN_DEPTH_LAYER_SIZE 1.9 //[1.0 1.3 1.4 1.5 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.5 2.7 3.0 4.0 5.0]//also affects shading strength of volumetics
option.TEMPERATURE_MOON_GLOWING_ALGAE=  TEMPERATURE_MOON_GLOWING_ALGAE
  option.TEMPERATURE_MOON_GLOWING_ALGAE.comment=  prefered temperature where Algae that glows in moonlight lives. It rises to the surface at night, then descends before morning.
    ### TEMPERATURE_MOON_GLOWING_ALGAE 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.5 2.7 1.8 2.0]
option.RAINFALL_MOON_GLOWING_ALGAE= RAINFALL_MOON_GLOWING_ALGAE  
 option.RAINFALL_MOON_GLOWING_ALGAE.comment=   prefered rainfall/mineral content for where Algae that glows in moonlight lives. It rises to the surface at night, then descends before morning.
  ### RAINFALL_MOON_GLOWING_ALGAE 0.5 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.TEMPERATURE_DEEP_GLOWING_ALGAE=   TEMPERATURE_DEEP_GLOWING_ALGAE
 option.TEMPERATURE_DEEP_GLOWING_ALGAE.comment= prefered temperature  for where deep glowing Algae lives!
    ### TEMPERATURE_DEEP_GLOWING_ALGAE 0.3 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.ONLY_I2_SHADOW=  ONLY_I2_SHADOW 
 option.ONLY_I2_SHADOW.comment=  No interstep sampling in volume, just on shadowmap. to maybe still break up ray banding  ### ONLY_I2_SHADOW 0 //[0 1]
option.BLANK=    option.BLANK.comment=    ### REFRACTION_WARBLE_WHERE_NO_INFO 0.0 //[0.0 1.0]
option.GEM_GLASS= GEM_GLASS
   option.GEM_GLASS.comment= experimental feature for gem like glass
      ### GEM_GLASS 0 //[0 1]
option.MAXIMUM_ALBEDO=MAXIMUM_ALBEDO
    option.MAXIMUM_ALBEDO.comment= MAXIMUM_ALBEDO to limit diffuse lighting compared to specular.
        ### MAXIMUM_ALBEDO 1.0 ////[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]

option.SUN_DIRECT_WATER_PENETRATION=  Deep Water Sun Ray Brightness
  option.SUN_DIRECT_WATER_PENETRATION.comment=  Retain whiteness in sun rays deep underwater when looking into it.
    ### SUN_DIRECT_WATER_PENETRATION 0.0 ////[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.BLANK=    option.BLANK.comment=    ### WEATHER_BUFFFER 0 //[0 1]
option.BLANK=    option.BLANK.comment=    ### UPPER_ATMOSPHERE_LAYERS 40.0 //[0.0 1.0 5.0 10.0 20.0 30.0 40.0 41.0 50.0 100.0]
option.UPPER_ATMOSPHERE_CLOUD_LAYERS= UPPER_ATMOSPHERE_CLOUD_LAYERS
   option.UPPER_ATMOSPHERE_CLOUD_LAYERS.comment=  these will probably be very noisy on low res background rendering  ### UPPER_ATMOSPHERE_CLOUD_LAYERS 0 //[0 1 5 10 20 50 100]
option.REINHART=  REINHARD
  option.REINHART.comment= tonemapping experiments for debugging, based on Reinhard's basic formula where y= x/(x+1). But then modified variations.  This shouldn't actually be used in gameplay anywhere.
    ### REINHART 0 //[0 1 2 3 4]

option.LIGHTNING_PROC= Lightning Generation
 option.LIGHTNING_PROC.comment=   0- Off. 1- during foreground strikes. 2- During Thunder Storms
   ### LIGHTNING_PROC 2 //[0 1 2]
option.BLANK=    option.BLANK.comment=    ### DEBUG_CLOUDS 0 //[0 1]
option.CLOUD_SHADING_ON_SKYLIGHT=   Cloud Shading on Skylight
 option.CLOUD_SHADING_ON_SKYLIGHT.comment=   Strength on Cloud shadows on limiting ambient Sky Light
  ### CLOUD_SHADING_ON_SKYLIGHT 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]

option.FALLBACK_CIRRUS_SHADOWS= Fallback Cirrus Shadows
   option.FALLBACK_CIRRUS_SHADOWS.comment=  use fallback for high clouds to still cast shadows even at impossibly low cloud shading steps  
   ### FALLBACK_CIRRUS_SHADOWS 0 //[0 1] 
option.FADE_PRE_GLASS_FOG=  Water Surface debanding
  option.FADE_PRE_GLASS_FOG.comment= Trying to incorporate volumetric water/fog/glass/and clouds better to reduce banding
     ### FADE_PRE_GLASS_FOG 1 //[0 1]

option.BG_LIT_AMBIENT_LIGHT =   BG_LIT_AMBIENT_LIGHT
 option.BG_LIT_AMBIENT_LIGHT.comment= Background Lightning Ambient light effect, how much it lights stuff up on the ground.
   ### BG_LIT_AMBIENT_LIGHT 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.BG_LIT_SKY_LIGHTING= BG_LIT_SKY_LIGHTING
   option.BG_LIT_SKY_LIGHTING.comment=  Background Lightning Sky lighting effect, how much it lights up the Sky. -not clouds and fog, but empty sky
   
  ### BG_LIT_SKY_LIGHTING 0.1 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.BG_LIT_FREQUENCY=  Bg Lightning frequency  
option.BG_LIT_FREQUENCY.comment= Frequency of Lightning in the Background.
   ### BG_LIT_FREQUENCY 0.5 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]

option.BLANK=    option.BLANK.comment=    ### LIGHTNING_SROBE_STR_STEADY 0.7 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.BLANK=    option.BLANK.comment=    ### LIGHTNING_SROBE_STR_1 0.2 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.BLANK=    option.BLANK.comment=    ### LIGHTNING_SROBE_STR_2 0.1 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.BLANK=    option.BLANK.comment=    ### LIGHTNING_SROBE_SPD_1 30.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 20.0 30.0 40.0 50.0]
option.BLANK=    option.BLANK.comment=    ### LIGHTNING_SROBE_SPD_2 31.7 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 20.0 31.7 40.0 50.0]
option.BLANK=    option.BLANK.comment=    ### LIGHTNING_SROBE_SPD_NONE 5.17 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 3.0 4.0 5.0 5.17 6.0 7.0 10.0]

option.LIT_R=  LIT_R 
 option.LIT_R.comment=  Foreground Lightning Red Value. 
   ### LIT_R 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.BLANK=    option.BLANK.comment=    ### LIT_G 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.BLANK=    option.BLANK.comment=    ### LIT_B 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.BLANK=    option.BLANK.comment=    ### LIT_A 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]

option.GLASS_DIST_BIAS= GLASS_DIST_BIAS
   option.GLASS_DIST_BIAS.comment=  fix jumpy water on low res, but hole in it when on surface. (might be in the comp setting glass dist there)
  ### GLASS_DIST_BIAS 0.05 //fix jumpy water on low res, nut hole in it when on surface [0.001 0.01 0.02 0.05 0.1 0.0]

option.BLANK=    option.BLANK.comment=    ### TM_AMPLITUDE 0.0 //[-1.0 -0.9 -0.8 -0.7 -0.6 -0.5 -0.4 -0.3 -0.2 -0.1 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.BLANK=    option.BLANK.comment=    ### TM_WHITE 3.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 2.0 3.0 4.0 5.0 10.0 100.0]
option.BLANK=    option.BLANK.comment=    ### TONEMAPPING 0 //[1 2 3 4 5 6 7]

option.SATURATION= Saturation    option.SATURATION.comment= Color level. 0 is black and white. 1 is normal. Higher is more vibrant.
   ### SATURATION 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 3.0 4.0 5.0 10.0]
option.CONTRAST=  Contrast
  option.CONTRAST.comment=  Contrast pushes colors away from gray. 0 is gray. 1 is normal. high is vibrant colors and drastic white to black shading.
    ### CONTRAST 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 3.0 4.0 5.0 10.0]
option.BRIGHTNESS=  Brightness
  option.BRIGHTNESS.comment=  Brighter Image. 0 black. 1 normal. higher is brighter
    ### BRIGHTNESS 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 3.0 4.0 5.0 10.0]
option.BLANK=    option.BLANK.comment=    ### EXPOSURE_PRE 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 3.0 4.0 5.0 10.0]
option.BTIGHTNESS_CONTRAST= Brightness Contrast
 option.BTIGHTNESS_CONTRAST.comment= Adjust brightness contrast around a center point without affecting color saturation.
    ### BTIGHTNESS_CONTRAST 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 3.0 4.0 5.0 10.0]
option.BTIGHTNESS_CONTRAST_CENTER= Brightness Contrast Center
 option.BTIGHTNESS_CONTRAST_CENTER.comment=  pivot point. centering close to 0 will push more colors brighter. centering in the middle will push towards white and black. centering high will push more colors towards black
   ### BTIGHTNESS_CONTRAST_CENTER 0.7 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.AUTO_EXPOSURE_RANGE=  Auto Exposure Range
 option.AUTO_EXPOSURE_RANGE.comment= visible range at once mappped from black to white
    ### AUTO_EXPOSURE_RANGE 1.5  //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.2 1.3 1.4 1.5 2.0 3.0 4.0 5.0 ] //lower 
option.AUTO_EXPOSURE_LOW=   AUTO_EXPOSURE_LOW
 option.AUTO_EXPOSURE_LOW.comment=   lowest light level to adjust pupil to
 ### AUTO_EXPOSURE_LOW 0.3 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 3.0 4.0 5.0 10.0]
option.AUTO_EXPOSURE_HIGH= AUTO_EXPOSURE_HIGH
   option.AUTO_EXPOSURE_HIGH.comment=  highest value to adjust pupil to.
     ### AUTO_EXPOSURE_HIGH 3.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 3.0 4.0 5.0 10.0]
option.AE_CHECK_CORNERS=  Check corner of eye
  option.AE_CHECK_CORNERS.comment= Auto exposure will not only respond to what you are looking at, but also adjust to things in the corner of your vision. Recommended On.
    ### AE_CHECK_CORNERS 1 //[0 1]

option.AE_SPD= Auto Exposure Speed
   option.AE_SPD.comment= Responsiveness is per second, too low will never really adjust.
      ### AE_SPD 0.9 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.PBR_EMMISSIVE_STRENGTH=  PBR_EMMISSIVE_STRENGTH
  option.PBR_EMMISSIVE_STRENGTH.comment=  how brightly glowing things glow
    ### PBR_EMMISSIVE_STRENGTH 30.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 2 3 4 5 6 7 8 9 10.0 11.0 12 13 14.0 15.0 20.0 30.0 100] //how brightly glowing things glow

option.RESTORE_ARTIST_INTENTIONS=  RESTORE_ARTIST_INTENTIONS  
option.RESTORE_ARTIST_INTENTIONS.comment= keep high values in PTX and Bloom, but restore the on screen appearance to more closely mstch the Texture -if this feature is working as intended 
   ### RESTORE_ARTIST_INTENTIONS 0 //[0 1]
option.AE_CORNERS_STR=  Corner of Eye Sensitivity
  option.AE_CORNERS_STR.comment= how much stuff in the corner of your eye should affect Auto Exposure
      ### AE_CORNERS_STR 0.7 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.FLASH_BANG_LIMIT= Flash Bang Limit
   option.FLASH_BANG_LIMIT.comment= Limit the blinding effect of looking at something bright to come on slower. lower is more limited but too low might break auto exposure.
         ### FLASH_BANG_LIMIT 2.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 3.0 4.0 5.0 10.0 100.0 1000.0 10000.0 100000.0 1000000.0 ]
         
         
         
         
         
         
         
##6-24 
option.AE_LUMINANCE_R=Auto Exposure Luminance Red
  option.AE_LUMINANCE_R.comment=   Eye sensitivity to red
   ### AE_LUMINANCE_R 0.2 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
   
option.AE_LUMINANCE_G=Auto Exposure Luminance Green
 option.AE_LUMINANCE_G.comment= Eye sensitivity to Green
  ### AE_LUMINANCE_G 0.7 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
 
option.AE_LUMINANCE_B=Auto Exposure Luminance Blue
 option.AE_LUMINANCE_B.comment= Eye sensitivity to Blue
    ### AE_LUMINANCE_B 0.1 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]

option.AE_SAMPLE_WIDTH=  Auto Exposure Sample Width
  option.AE_SAMPLE_WIDTH.comment= probanly mips
     ### AE_SAMPLE_WIDTH 5 //[1 2 3 4 5 6 7  9 10 11 12 13 14 15 16 111]
option.GLASS_FLIP_BIAS=Glass Flip Bias
    option.GLASS_FLIP_BIAS.comment=  Bias for defered glass, water surface, andvtranslucents rendering in volumetrics
      ### GLASS_FLIP_BIAS 0.001 //[0.0 0.001 0.01 0.02 0.05 0.1 0.0]

option.LIMIT_CLOUD_SHADING_BY_STEPSIZE=Limit Cloud Shading by Stepsize
    option.LIMIT_CLOUD_SHADING_BY_STEPSIZE.comment=  1 was old default.  ### LIMIT_CLOUD_SHADING_BY_STEPSIZE 0 //[0 1]

option.DYNAMIC_SKY_SS=Sky Step Size -Dynamic
    option.DYNAMIC_SKY_SS.comment=  Dynamic step size based on distance of opaque occluder from camera
      ### DYNAMIC_SKY_SS 0 //[0 1]
option.SS_PARTIAL= Sky Step Size -Partial  
 option.SS_PARTIAL.comment=  Use adjusted step size for volumetric opacity, when crossing through transkucents or hitting opaque occluders. Intended to stop banding.
   ### SS_PARTIAL 0 //[0 1]
   
option.SS_SHADOWS=Ray Traced Sun Shadows
    option.SS_SHADOWS.comment=   Crisp HD shadows for things that are raytraced. Raytracing may be on-screen and also in 3d environment capture.
    ### SS_SHADOWS 0 //off, cheap, more ccurate//[0 1 2]

option.POM_SHADOWS_ACCURATE= Acurate POM Shadows
  option.POM_SHADOWS_ACCURATE.comment= calculate Shadows falling into 3D Textures using the shadow map.    ### POM_SHADOWS_ACCURATE 0 //[0 1]
option.WRITE_SP= write vertex shadow pos
   option.WRITE_SP.comment=    ti texture buffer. old way. 
   ### WRITE_SP 1 //[0 1]

option.SS_SUN_SHADOW_STEPS=   Ray Traced Sun Shadows Steps
 option.BLANK.comment=  For ray tracing 
  ### SS_SUN_SHADOW_STEPS 20 //[10 20 30 40 50 60 70 100 200]
  
option.SS_SUN_SHADOWS_RANGE=  Ray Traced Sun Shadows Range
  option.SS_SUN_SHADOWS_RANGE.comment= Ray Traced Sun Shadows Range
     ### SS_SUN_SHADOWS_RANGE 0.5 //[0.25 0.5 0.75 1.0 2.0 3.0 5.0 10.0 100.0]
     
option.SS_SUN_SHADOWS_MAX_RANGE = Ray Traced Sun Shadows Max Range
option.SS_SUN_SHADOWS_MAX_RANGE.comment= Ray Traced Sun Shadows Max Range in the background for distant things.
   ### SS_SUN_SHADOWS_MAX_RANGE 100.0 //[0.25 0.5 0.75 1.0 2.0 3.0 5.0 10.0 100.0]
   
option.NORMALS_BIT_DEPTH= Normals Bit Depth
   option.NORMALS_BIT_DEPTH.comment= Bits used per channel for 3d Texture orientation. 8 is msybe faster, but may make reflections jitter as you turn or walk. 16 should be more than enough. ### NORMALS_BIT_DEPTH 16 //[8 16
option.SSS_DECAY_CURVE=SSS - Decay Curve   
 option.SSS_DECAY_CURVE.comment=Sub Surface Scattering(SSS), exponential curve, more means lots of light is lost in shallow penetration, but a little still goes very deep.   ### SSS_DECAY_CURVE 1.5 //[0.5 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.7 2.0 3.1]
 
option.FULL_DARKNESS=  Full Darkness  option.BLANK.comment= Allow pitch black darkness to exist
   ### FULL_DARKNESS 0 //[0 1]

option.ROUGH_FRESNEL_CURVE=   Rough Fresnel Curve
 option.ROUGH_FRESNEL_CURVE.comment=   fresnel curve for ROUGH surfaces. more is less fresnel but its exponentual curve so still hits full
 ### ROUGH_FRESNEL_CURVE 10.0 //[2.0 2.5 3.0 4.0 4.5 5.0 5.5 6.0 6.5 7.0 7.5 8.0 9.0 10.0]
option.FRESNEL_CURVE=  Fresnel Curve
 option.FRESNEL_CURVE.comment=   fresnel curve for SMOOTH surfaces. more is less fresnel but its exponentual curve so still hits full 
 ### FRESNEL_CURVE 6.0 //[2.0 2.5 3.0 4.0 4.5 5.0 5.5 6.0 6.5 7.0 7.5 8.0 9.0 10.0 11.00 15.0 20.0 ]
option.PTX_DIFFUSE_RANGE=  PTX Diffuse Range
  option.PTX_DIFFUSE_RANGE.comment=  default Range of Diffuse(soft) lighting in the Pathtracing(PTX) of the Light Simulation
    ### PTX_DIFFUSE_RANGE 1.0 //[1.0 2.0 3.0 5.0 10.0]
    
option.PTX_CHECK_NORMALS=  PTX Check Normals at Collisions
  option.PTX_CHECK_NORMALS.comment=   Check PBR data at each light ray collision to adjust the light contribution, might cost fps but improves visuals. 1-check 3d orientation facing as binary. 2- check facing with smooth diffuse gradient.
   ### PTX_CHECK_NORMALS 0 //[0 1 2]

option.PTX_CHECK_PBR_AT_COLLISION=  PTX Check PBR at Collisions
  option.PTX_CHECK_PBR_AT_COLLISION.comment=   Check PBR data at each light ray collision to adjust the light contribution, might cost fps but improves visuals. checks for light dynamics of the material. ### PTX_CHECK_NORMALS 0 //[0 1 2]


option.WEATHER_EFFECT=Clear Skies Fluctuation
option.WEATHER_EFFECT.comment = strength of clear weather fluctuations, these make all clouds and fog disappear. 



##6-24 p2


option.SSS_SHALLOW=  SSS - Shallow   option.SSS_SHALLOW.comment =  Sub Surface Scatterung(SSS),  Shallow light penetration that wraps around objects
   # SSS_SHALLOW 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
option.SSS_DEEP=  SSS -Deep
   option.SSS_DEEP.comment =  Sub Surface Scatterung(SSS),  Deep thorough light penetration that can be seen through the back of an object. like a flashlight with a hand
     # SSS_DEEP 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]

option.THE_ONION=360 Environmental Lighting & Capture (The Onion)
 option.THE_ONION.comment = Methods for Capturing and Applying 3D Environmental Lighting. Various performance Costs from basically free to very expensive.
     # THE_ONION 1 //[0 1 3 4 5 6 7]

option.POM_SHADOW_DEPTH= POM Shadow Depth Adjustment
    option.POM_SHADOW_DEPTH.comment =  For Acurate POM Shadows to work and the shadowmap at the surface to not shade all POM in darkness. default 1.0 is half a block of depth
       # POM_SHADOW_DEPTH 0.5 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
       
option.SM_BIAS_N=  SM Normal Bias  option.SM_BIAS_N.comment = Shadow Map Normal Bias. in blocks, by normal, if facing perpendicular to sun rays
    # SM_BIAS_N 0.1 //[0.0 0.01 0.05 0.1 0.2]//in block, by normal if facinf perpendicular to sun rays
    
option.SM_BIAS= SM Bias
    option.SM_BIAS.comment = Shadow Map Bias. Less can cause shadow acne. Too much can make shadows float or nit connect, but Ray Traced Sun Shadows can help there.
       # SM_BIAS 0.01 //[0.0 0.01 0.05 0.1 0.2]//in block, by normal if facinf perpendicular to sun rays
       
option.CRISP_BLOCK_EDGES_SHADOWS=    Crisp Block Edge Shadows
 option.CRISP_BLOCK_EDGES_SHADOWS.comment = Crisp Block Edges by not letting light wrap around. 
       # CRISP_BLOCK_EDGES_SHADOWS 1 //[0 1]

option.OFF_SCREEN_BOUNCES= Off Screen Light Bounces
 option.OFF_SCREEN_BOUNCES.comment =  1 is plenty, anymore is wasteful.   unless you are tuning funny it will just burn performance and look too bright.
    # OFF_SCREEN_BOUNCES 1 //[0 1 2 3]
    
option.ONION_HEIGHT= Onion Height   
 option.ONION_HEIGHT.comment =   Math adjustment for Bad custom unwrapping.
   # ONION_HEIGHT 0.314 //[0.0 0.1 0.2 0.3 0.31 0.314 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.5 0.6 0.7 0.8 0.9 1.0] 
   
option.SMOOTHNESS_EXPONENTIAL=  Smoothness -Custom Curve
   option.SMOOTHNESS_EXPONENTIAL.comment =   apply a curve to the PBR data, might be a disabled option, ask me.
    # SMOOTHNESS_EXPONENTIAL 1.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.5 2.0 2.5 3.0]

option.PRIORITIZE_SS_SKY=   Prioritize Screen Space Sky
  option.PRIORITIZE_SS_SKY.comment = in reflections, over using the 360 Environmental Capture. might not line up perfect where screen space data ends
     # PRIORITIZE_SS_SKY 0 //[0 1] // over onion
     
option.SMOOTH_ONION_BORDER=  Smooth Onion Border
 option.SMOOTH_ONION_BORDER.comment = Smoothly fade updates to tge 360 Environmental Capture that are made from Screen Space Data, to lessen visible edges where updating.
    # SMOOTH_ONION_BORDER 1 //[0 1] // over onion
    
option.FADE_SS_SKY_EDGE=Fade SS Sky Edge
     option.FADE_SS_SKY_EDGE.comment =   When prioritizing Screen Space Reflections over 360 Data, Fade the edges.
       # FADE_SS_SKY_EDGE 0 //[0 1] // over onion
       
option.ONION_NO_VIGNETTE=   ONION_NO_VIGNETTE
  option.ONION_NO_VIGNETTE.comment =    ONION_NO_VIGNETTE
   # ONION_NO_VIGNETTE 0 //[0 1] // over onion
   
option.PTX_CHECK_ONION_NORMALS= PTX Check Onion Normals   
  option.PTX_CHECK_ONION_NORMALS.comment =  Double check the angle of incoming light from offscreen and compare to the material surface 3D orientation
     # PTX_CHECK_ONION_NORMALS 0 //[0 1] // over onion
     
     
     

option.CLOUD_SAMPLES_FOR_STYLE_1=  CLOUD_SAMPLES_FOR_STYLE_1
   option.CLOUD_SAMPLES_FOR_STYLE_1.comment =     # CLOUD_SAMPLES_FOR_STYLE_1 5 //[1 2 3 4 5]
option.PTX_SINGLE_PIXEL=  PTX_SINGLE_PIXEL
   option.PTX_SINGLE_PIXEL.comment =     # PTX_SINGLE_PIXEL 0 //[0 1] // over onion
option.EARLY_SHADOW_CLOUDS=EARLY_SHADOW_CLOUDS
     option.EARLY_SHADOW_CLOUDS.comment = 
	 # EARLY_SHADOW_CLOUDS 1 //[0 1] // over onion

option.SKY_ONION_UPDATE_D=   SKY_ONION_UPDATE_D
  option.SKY_ONION_UPDATE_D.comment =     # SKY_ONION_UPDATE_D 11111.0 //[90.0 200. 1000.0 11111.0 FAR_CLOUDS]
option.SKY_ONION_UPDATE_SPEED= SKY_ONION_UPDATE_SPEED
    option.SKY_ONION_UPDATE_SPEED.comment =     # SKY_ONION_UPDATE_SPEED 200 //[1 10 20 30 40 50 70 100 200 1000 10000]
option.SKY_ONION_REFRESH_FADE_SPD= SKY_ONION_REFRESH_FADE_SPD
    option.BLANK.comment =     # SKY_ONION_REFRESH_FADE_SPD 0.05 //[0.01 0.02 0.05 0.1 0.2 0.3 0.5 1.0]
option.ONION_SKY_BEHIND= ONION_SKY_BEHIND
    option.ONION_SKY_BEHIND.comment =     # ONION_SKY_BEHIND 1 //[0 1]

option.PBR_AO_CPF=  PBR_AO_CPF
   option.BLANK.comment = PBR_AO_CPF    # PBR_AO_CPF 0.5 // [0.0 0.25 0.5 0.75 1.0 ] // Ambient Occlusion from Textures, strength of effect. Darkens crevices

		option.BLANK=     option.BLANK.comment =     # SUN_SPECULAR_INDOOR_FALLOFF_CPF 1.0 //[ 0.05 0.1 0.15 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.75 2.0 2.5 3.0] // PBR QUALITY 2+ . Limit sky color reflections and rain indoors by this falloff rate. 
		option.BLANK=     option.BLANK.comment =     # PBR_WETNESS_CPF 1.0 // [0.0 0.25 0.5 0.75 1.0 ] // Wetness effect from rain . Darkens porous materials . Adds reflectivity
		option.BLANK=     option.BLANK.comment =     # PBR_WETNESS_DARKENING 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 ] // Wetness effect from rain to Darken porous materials . This stacks with REDUCE_DIFFUSE_BY_REFLECTIVITY
		option.BLANK=     option.BLANK.comment =     # WET_F0 0.1 // [0.0 0.005 0.02 0.1 0.015 0.2 0.025 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 ] // Reflectivity of wet stuff

option.BLANK=     option.BLANK.comment =     # OFFSCREEN_PTX_STEPS 0 //[0 5 10 20 30 40 50]
option.BLANK=     option.BLANK.comment =     # DARKEN_ONION_SKY_INDOORS 1 //[0 1]
option.BLANK=     option.BLANK.comment =     # ONION_MIPS 3 //[0 1 2 3 4 5 6 7 8 9 10]
option.BLANK=     option.BLANK.comment =     # ONION_SKY_FADE_SPEED 0.05 //[0.01 0.05 0.07 0.1 0.2 0.3 0.5 1.0]
option.BLANK=     option.BLANK.comment =     # LESSEN_REFLECTIONS_BY_BOUNCE_NUMBER 1 //[0 1]// not counting onion stepping
option.BLANK=     option.BLANK.comment =     # EXTRA_DARK_T_STORMS 0 //[0 1]

option.ONION_HD.comment = Run the Onion data buffer at 4x size. Maybe Expensive, idk.
option.SS_SUN_SHADOWS_ASSUMED_DEPTH= Ray Tracing Assumed Depth
option.SS_SUN_SHADOWS_ASSUMED_DEPTH.comment = Higher will make ray traced sun shadows thicker and more obvious, lower allows more delicate shadows. too low might be invisible.
option.DELICATE_TORCH_DEPTH.comment = Finer shadow depth assumption for fence posts and stuff to have better light behid things, but may be buggy.
option.TORCH_SHADOWS_ASSUMED_DEPTH.comment = fOR DELICATE TRACING
 option.HELP_INFO.comment= There is a Readme file in the shader zip file, it explains stuff and has links. There are also tooltips. Shader Copyright timetravelbeard 2023-2024. 
 
 option.BASIC_REFLECTIONS_ONLY= Basic Reflections Only (0-2)
 option.BASIC_REFLECTIONS_ONLY.comment= 0 -Full Light Simulation. 1 -No Scattering, Every light bounce is only 1 or 2 rays, instead of potentially dozens. 2 -Only Reflect on Highly Reflective things & Water
 option.REFLECTION_CUTOFF=Reflection Cutoff
 option.REFLECTION_CUTOFF.comment = for 'Basic Reflections Only' Mode 2. Higher means less reflections, more fps. Lower means More Reflections, less fps.