profile.VANILLA=Vanilla
profile.SHADOWS=Shadows
profile.LIGHTS=Colored Light
profile.RTX=RTX


screen.SKY_OPTIONS=Sky

option.sunPathRotation=Sun Angle
option.sunPathRotation.comment=The tilt of the sun along it's rotational axis.
suffix.sunPathRotation=°

option.SKY_TYPE=Sky/Fog Type
value.SKY_TYPE.0=Vanilla
value.SKY_TYPE.1=Custom

option.SKY_BORDER_FOG_ENABLED=Border Fog

option.SKY_FOG_SHAPE=Border Fog Shape
value.SKY_FOG_SHAPE.0=Default
value.SKY_FOG_SHAPE.1=Sphere
value.SKY_FOG_SHAPE.2=Cylinder

option.SKY_VOL_FOG_TYPE=Volumetric Fog
value.SKY_VOL_FOG_TYPE.0=None
value.SKY_VOL_FOG_TYPE.1=Fast
value.SKY_VOL_FOG_TYPE.2=Fancy

option.SKY_DENSITY=Volumetric Density
option.SKY_DENSITY.comment=Describes the density of the atmospheric fog used for volumetric lighting.
suffix.SKY_DENSITY=%

option.SKY_WEATHER_OPACITY=Rain Opacity
option.SKY_WEATHER_OPACITY.comment=Determines how transparent falling rain particles will be.
suffix.SKY_WEATHER_OPACITY=%


screen.SKY_BRIGHTNESS_OPTIONS=Brightness

option.SKY_SUN_BRIGHTNESS=Sun Light
suffix.SKY_SUN_BRIGHTNESS=%

option.SKY_MOON_BRIGHTNESS=Moon Light
suffix.SKY_MOON_BRIGHTNESS=%

option.SKY_BRIGHTNESS=Sky
suffix.SKY_BRIGHTNESS=%


screen.SKY_CLOUD_OPTIONS=Clouds

option.SKY_CLOUD_TYPE=Type
value.SKY_CLOUD_TYPE.0=None
value.SKY_CLOUD_TYPE.1=Vanilla
value.SKY_CLOUD_TYPE.2=Fancy
value.SKY_CLOUD_TYPE.3=Cubed

option.SKY_CLOUD_SPEED=Cloud Speed
option.SKY_CLOUD_SPEED.comment=The speed clouds move across the sky/change. Only affects "custom" clouds.
suffix.SKY_CLOUD_SPEED=x

option.SKY_CLOUD_COVER_MIN=Min Coverage
suffix.SKY_CLOUD_COVER_MIN=%

option.SKY_CLOUD_ALTITUDE=Altitude
option.SKY_CLOUD_ALTITUDE.comment=The world Y level where the bottom of clouds will start. For vanilla cloud height you must use sodium-extra mod (value=default).
value.SKY_CLOUD_ALTITUDE.0=Default

option.SKY_CLOUD_HEIGHT=Height
option.SKY_CLOUD_HEIGHT.comment=The vertical height range of the cloud volume (in blocks). For fancy/cubed clouds only.


screen.WORLD_OPTIONS=World
screen.WORLD_OPTIONS.comment=Options for everything else.

option.WORLD_WETNESS_ENABLED=Wetness
option.WORLD_WETNESS_ENABLED.comment=Causes surfaces to appear wet (darker, more shiny) when wet from rain.

option.WORLD_WETNESS_PUDDLES=Puddles
option.WORLD_WETNESS_PUDDLES.comment=Describes how rain affects materials.
value.WORLD_WETNESS_PUDDLES.0=OFF
value.WORLD_WETNESS_PUDDLES.1=Basic
value.WORLD_WETNESS_PUDDLES.2=Pixel
value.WORLD_WETNESS_PUDDLES.3=Fancy

option.WORLD_WIND_STRENGTH=Waving Plants
option.WORLD_WIND_STRENGTH.comment=Allows plants to wave in the wind.
suffix.WORLD_WIND_STRENGTH=x

option.WORLD_AMBIENT_MODE=Ambient Lighting
value.WORLD_AMBIENT_MODE.0=OFF
value.WORLD_AMBIENT_MODE.1=Basic
value.WORLD_AMBIENT_MODE.2=Fancy

option.WORLD_AO_ENABLED=Ambient Occlusion
option.WORLD_AO_ENABLED.comment=Describes how ambient lighting is occluded.

option.WORLD_SKY_REFLECTIONS=Sky Reflections
option.WORLD_SKY_REFLECTIONS.comment=Allows the sky to be reflected when specular materials are enabled.
suffix.WORLD_SKY_REFLECTIONS=%

option.WORLD_SMOKE=Nether/End Smoke

option.WORLD_NETHER_AMBIENT=Nether Ambient
suffix.WORLD_NETHER_AMBIENT=%

option.WORLD_END_AMBIENT=End Ambient
suffix.WORLD_END_AMBIENT=%

option.WORLD_CURVE_RADIUS=Overworld Radius (meters)
suffix.WORLD_CURVE_RADIUS=,000
value.WORLD_CURVE_RADIUS.3200=3,200
value.WORLD_CURVE_RADIUS.2400=2,400
value.WORLD_CURVE_RADIUS.1600=1,600
value.WORLD_CURVE_RADIUS.1200=1,200
value.WORLD_CURVE_RADIUS.0=FLAT


screen.WATER_OPTIONS=Water
screen.WATER_OPTIONS.comment=Options for water blocks.

option.WATER_COLOR_TYPE=Color
value.WATER_COLOR_TYPE.0=Automatic
value.WATER_COLOR_TYPE.1=Default
value.WATER_COLOR_TYPE.2=Tropical
value.WATER_COLOR_TYPE.3=Swamp

option.WATER_TEXTURED=Texture

option.WATER_WAVE_SIZE=Waves
value.WATER_WAVE_SIZE.0=None
value.WATER_WAVE_SIZE.1=Small
value.WATER_WAVE_SIZE.2=Medium
value.WATER_WAVE_SIZE.3=Large

option.WATER_WAVE_DETAIL=Wave Detail
suffix.WATER_WAVE_DETAIL=x

option.WATER_SURFACE_PIXEL_RES=Pixelated
value.WATER_SURFACE_PIXEL_RES.0=OFF
value.WATER_SURFACE_PIXEL_RES.8=8x
value.WATER_SURFACE_PIXEL_RES.16=16x
value.WATER_SURFACE_PIXEL_RES.32=32x
value.WATER_SURFACE_PIXEL_RES.64=64x
value.WATER_SURFACE_PIXEL_RES.128=128x

option.WATER_VOL_FOG_TYPE=Volumetric Fog
value.WATER_VOL_FOG_TYPE.0=None
value.WATER_VOL_FOG_TYPE.1=Fast
value.WATER_VOL_FOG_TYPE.2=Fancy

option.WATER_FOG_DENSITY=Density
suffix.WATER_FOG_DENSITY=%

option.WATER_CAUSTICS=Caustics

option.WATER_TESSELLATION_QUALITY=Tessellation Quality
value.WATER_TESSELLATION_QUALITY.0=OFF

option.WATER_DEPTH_LAYERS=Depth Layers


screen.MATERIAL_OPTIONS=Materials

option.MATERIAL_NORMALS=Normal Map
option.MATERIAL_NORMALS.comment=The type of normal-map data.
value.MATERIAL_NORMALS.0=OFF
value.MATERIAL_NORMALS.1=Integrated
value.MATERIAL_NORMALS.2=Lab-PBR
value.MATERIAL_NORMALS.3=Old-PBR

option.MATERIAL_SPECULAR=Specular Map
option.MATERIAL_SPECULAR.comment=Describes how much light is reflected from each pixel of the surface, based on its roughness, metalness, and f0.
value.MATERIAL_SPECULAR.0=OFF
value.MATERIAL_SPECULAR.1=Integrated
value.MATERIAL_SPECULAR.2=Lab-PBR
value.MATERIAL_SPECULAR.3=Old-PBR

option.MATERIAL_OCCLUSION=Occlusion
option.MATERIAL_OCCLUSION.comment=Describes how much ambient light is occluded from each pixel of the surface.
value.MATERIAL_OCCLUSION.0=OFF
value.MATERIAL_OCCLUSION.1=Integrated
value.MATERIAL_OCCLUSION.2=Lab-PBR

option.MATERIAL_EMISSION=Emission
value.MATERIAL_EMISSION.0=Integrated
value.MATERIAL_EMISSION.1=Lab-PBR
value.MATERIAL_EMISSION.2=Old-PBR

option.MATERIAL_POROSITY=Porosity
value.MATERIAL_POROSITY.0=OFF
value.MATERIAL_POROSITY.1=Integrated
value.MATERIAL_POROSITY.2=Lab-PBR

option.MATERIAL_SSS=SSS
option.MATERIAL_SSS.comment=Describes how much light from each pixel passes into & scatters in the subsurface.
value.MATERIAL_SSS.0=OFF
value.MATERIAL_SSS.1=Integrated
value.MATERIAL_SSS.2=Lab-PBR


screen.MATERIAL_PARALLAX_OPTIONS=Displacement
screen.MATERIAL_PARALLAX_OPTIONS.comment=Describes how the depth of each pixel of the surface is displaced.

option.DISPLACE_MODE=Type
option.DISPLACE_MODE.comment=The type of POM to render. Smooth POM will have softened edges. Sharp POM will have model-like hard edges.
value.DISPLACE_MODE.0=None
value.DISPLACE_MODE.1=POM
value.DISPLACE_MODE.2=Smooth POM
value.DISPLACE_MODE.3=Sharp POM
value.DISPLACE_MODE.4=Tessellation

option.MATERIAL_DISPLACE_DEPTH=Depth
suffix.MATERIAL_DISPLACE_DEPTH=%

option.MATERIAL_DISPLACE_OFFSET=Surface Offset
suffix.MATERIAL_DISPLACE_OFFSET=%

option.MATERIAL_TESSELLATION_QUALITY=Tess Quality
suffix.MATERIAL_TESSELLATION_QUALITY=x

option.MATERIAL_TESSELLATION_EDGE_FADE=Tess Edge-Fade

option.MATERIAL_PARALLAX_SAMPLES=POM Samples

option.MATERIAL_PARALLAX_SHADOW_SAMPLES=POM Shadow Samples
value.MATERIAL_PARALLAX_SHADOW_SAMPLES.0=OFF

option.MATERIAL_DISPLACE_MAX_DIST=Max Distance
option.MATERIAL_DISPLACE_MAX_DIST.comment=The maximum distance (in blocks) from the camera to render POM.

option.MATERIAL_PARALLAX_SHARP_THRESHOLD=Sharp POM Threshold
option.MATERIAL_PARALLAX_SHARP_THRESHOLD.comment=The threshold for which sharp parallax applies slope-normals. [N / 255]
suffix.MATERIAL_PARALLAX_SHARP_THRESHOLD=/255

option.MATERIAL_PARALLAX_SHADOW_SMOOTH=Smooth POM Shadows
option.MATERIAL_PARALLAX_SHADOW_SMOOTH.comment=Enables higher quality shadows when smooth POM is enabled.

option.MATERIAL_PARALLAX_DEPTH_WRITE=Depth-Write POM

option.MATERIAL_DISPLACE_ENTITIES=Entities
option.MATERIAL_DISPLACE_ENTITIES.comment=Disable parallax for entities if it causes rendering issues with certain mods.


screen.MATERIAL_NORMAL_OPTIONS=Normal Map Options
screen.MATERIAL_NORMAL_OPTIONS.comment=Describes how each pixel of the surface reacts to directional lighting.

option.MATERIAL_NORMAL_SCALE=Resolution
option.MATERIAL_NORMAL_SCALE.comment=The texture scale which normals are generated at. Only applies to _integrated_ normal-maps.
suffix.MATERIAL_NORMAL_SCALE=x

option.MATERIAL_NORMAL_STRENGTH=Strength
option.MATERIAL_NORMAL_STRENGTH.comment=The angular strength of generated normals. Only applies to _integrated_ normal-maps.
suffix.MATERIAL_NORMAL_STRENGTH=%

option.MATERIAL_NORMAL_EDGE=Edge-Normals
option.MATERIAL_NORMAL_EDGE.comment=Determines how edges are handled when generating normals. Only applies to _integrated_ normal-maps.
value.MATERIAL_NORMAL_EDGE.0=Standard
value.MATERIAL_NORMAL_EDGE.1=High
value.MATERIAL_NORMAL_EDGE.2=Low

option.MATERIAL_NORMAL_ROUND=Round Edges
option.MATERIAL_NORMAL_ROUND.comment=When enabled, the edges of entities will have smooth-rounded normals. Only applies to integrated normal maps.
value.MATERIAL_NORMAL_ROUND.0=OFF


screen.MATERIAL_SPECULAR_OPTIONS=Specular Map Options

option.METAL_BRIGHTNESS=Metal Brightness
suffix.METAL_BRIGHTNESS=%

option.MATERIAL_HCM_ALBEDO_TINT=HCM Albedo Tint
option.MATERIAL_HCM_ALBEDO_TINT.comment=Enables albedo-tinting for LabPBR hard-coded-metals. Usage varies with resource-pack.


screen.MATERIAL_POROSITY_OPTIONS=Porosity Options
screen.MATERIAL_POROSITY_OPTIONS.comment=Describes how much water is absorbed by each pixel of the surface.

option.MATERIAL_POROSITY_DARKEN=Darkening
suffix.MATERIAL_POROSITY_DARKEN=%


screen.MATERIAL_EMISSION_OPTIONS=Emission Options
screen.MATERIAL_EMISSION_OPTIONS.comment=Describes how much light is emitted from each pixel of the surface.

option.MATERIAL_EMISSION_BRIGHTNESS=Brightness
suffix.MATERIAL_EMISSION_BRIGHTNESS=%


screen.MATERIAL_SSS_OPTIONS=SSS Options

option.MATERIAL_SSS_STRENGTH=Strength
suffix.MATERIAL_SSS_STRENGTH=%

option.MATERIAL_SSS_SCATTER=Scattering
option.MATERIAL_SSS_SCATTER.comment=The maximum distance [in blocks] that SSS can scatter outward.

option.MATERIAL_SSS_MAXDIST=Max Distance
option.MATERIAL_SSS_MAXDIST.comment=The maximum distance [in blocks] that SSS can penetrate through blocks.


screen.MATERIAL_REFLECT_OPTIONS=Reflections

option.MATERIAL_REFLECTIONS=Reflections
value.MATERIAL_REFLECTIONS.0=None
value.MATERIAL_REFLECTIONS.1=Sky Only
value.MATERIAL_REFLECTIONS.2=Screen-Space

option.MATERIAL_REFLECT_STRENGTH=Strength
suffix.MATERIAL_REFLECT_STRENGTH=%

option.SSR_MAXSTEPS=Max Step Count
option.SSR_MAXSTEPS.comment=The maximum number of steps to trace screen-space reflections. Larger values will increase quality, but lower performance.

option.REFLECTION_ROUGH_SCATTER=Roughness Scattering
option.REFLECTION_ROUGH_SCATTER.comment=Enables more accurate scattering of reflections on rough surfaces.

option.MATERIAL_REFLECT_CLOUDS=Clouds
option.MATERIAL_REFLECT_CLOUDS.comment=Allows clouds to be visible in reflections. May heavily reduce performnance.

option.MATERIAL_REFLECT_GLASS=Glass
option.MATERIAL_REFLECT_GLASS.comment=Allows regular glass to have reflections on cutout/invisible areas.


screen.MATERIAL_REFRACT_OPTIONS=Refraction

option.MATERIAL_REFRACT_ENABLED=Enabled

option.REFRACTION_STRENGTH=Strength
option.REFRACTION_STRENGTH.suffix=%

option.REFRACTION_BLUR=Blur

option.REFRACTION_SNELL=TIR/Snells Window


screen.LIGHTING_OPTIONS=Lighting

option.LIGHTING_MODE=Mode
option.LIGHTING_MODE.comment=Describes how lighting is calculated. LightMap uses the vanilla lighting. FloodFill allows basic colored lighting. Enable ray-tracing for block-light shadows.
value.LIGHTING_MODE.0=Vanilla
value.LIGHTING_MODE.1=Basic
value.LIGHTING_MODE.2=FloodFill
value.LIGHTING_MODE.3=Ray Traced

option.LIGHTING_MODE_HAND=Hand
value.LIGHTING_MODE_HAND.0=None
value.LIGHTING_MODE_HAND.1=Simple
value.LIGHTING_MODE_HAND.2=Ray-Traced

option.LIGHTING_MIN=Minimum
option.LIGHTING_MIN.comment=The minimum amount of light for the world.
suffix.LIGHTING_MIN=%

option.LIGHTING_BRIGHTNESS=Brightness
option.LIGHTING_BRIGHTNESS.comment=The brightness of dynamic lights.
suffix.LIGHTING_BRIGHTNESS=%

option.LIGHTING_AMBIENT=Ambient
option.LIGHTING_AMBIENT.comment=The amount of vanilla ambient lighting to add to dynamic lighting.
suffix.LIGHTING_AMBIENT=%

option.LIGHTING_COLORED_CANDLES=Colored Candles
option.LIGHTING_COLORED_CANDLES.comment=Makes colored candles emit colored light. Only for floodfill or ray-traced lighting.


screen.LIGHTING_LIGHTMAP_OPTIONS=LightMap Options

option.DIRECTIONAL_LIGHTMAP=Directional
option.DIRECTIONAL_LIGHTMAP.comment=Enables fake directional lighting with the vanilla lightmap.

option.LIGHTING_TEMP=Temperature
option.LIGHTING_TEMP.comment=The warm/cool temperature of lighting, in degrees kelvin.
suffix.LIGHTING_TEMP=°k

option.LIGHTING_OLD=Old Lighting
option.LIGHTING_OLD.comment=Enables vanilla directional sky-light.


screen.LIGHTING_LPV_OPTIONS=FloodFill Options

option.LPV_SIZE=Size
value.LPV_SIZE.0=OFF
value.LPV_SIZE.1=Small
value.LPV_SIZE.2=Medium
value.LPV_SIZE.3=Large

option.LPV_SAMPLE_MODE=Sample Mode
value.LPV_SAMPLE_MODE.0=Nearest
value.LPV_SAMPLE_MODE.1=Linear
value.LPV_SAMPLE_MODE.2=Cubic

option.LPV_BRIGHT_BLOCK=Light Range Scale
option.LPV_BRIGHT_BLOCK.comment=Scale factor for how far light propagates within LPV.
suffix.LPV_BRIGHT_BLOCK=x

option.LPV_SHADOW_SAMPLES=Sunlight Sample Count
option.LPV_SHADOW_SAMPLES.comment=The number of sunlight samples to take per-block.

option.LPV_LIGHTMAP_MIX=LightMap Mix
suffix.LPV_LIGHTMAP_MIX=%

option.LPV_SHADOW_SAMPLES=Shadow Samples
option.LPV_SHADOW_SAMPLES.comment=Determines how many samples to use per-block when determining sun/moon visibility.
value.LPV_SHADOW_SAMPLES.0=OFF

option.LPV_VOXEL_TEST=Voxel Test
option.LPV_VOXEL_TEST.comment=Improves linear & cubic sampling by performing extra visibility checks using voxel data.


screen.LIGHTING_TRACE_OPTIONS=Trace Options

option.LIGHTING_TRACE_RES=Resolution
value.LIGHTING_TRACE_RES.0=Full
value.LIGHTING_TRACE_RES.1=Half
value.LIGHTING_TRACE_RES.2=Quarter

option.LIGHTING_TRACE_PENUMBRA=Penumbra Size
option.LIGHTING_TRACE_PENUMBRA.comment=The size of the penumbra for DDA-traced soft-shadows.
value.LIGHTING_TRACE_PENUMBRA.0=None
suffix.LIGHTING_TRACE_PENUMBRA=%

option.LIGHTING_TINT_MODE=Tint Mode
value.LIGHTING_TINT_MODE.0=None
value.LIGHTING_TINT_MODE.1=Basic
value.LIGHTING_TINT_MODE.2=Absorb

option.LIGHTING_TINT_STRENGTH=Tint Strength
option.LIGHTING_TINT_STRENGTH.comment=Determines how strongly light is tinted through stained glass.
suffix.LIGHTING_TINT_STRENGTH=%
value.LIGHTING_TINT_STRENGTH.0=Off

option.LIGHTING_TRACED_PLAYER_SHADOW=Player Shadow
value.LIGHTING_TRACED_PLAYER_SHADOW.0=None
value.LIGHTING_TRACED_PLAYER_SHADOW.1=Cuboid
value.LIGHTING_TRACED_PLAYER_SHADOW.2=Cylinder

option.LIGHTING_FLICKER=Dynamic
option.LIGHTING_FLICKER.comment=Allows light sources to have dynamic brightness/color; like torches, candles, fire, etc.


screen.LIGHTING_TRACE_BLOCK_OPTIONS=Block Lights

option.DYN_LIGHT_GLOW_BERRIES=Glow Berry Vines
option.DYN_LIGHT_GLOW_BERRIES.comment=Determines how lighting for glow berry vines is handled, to avoid heavy performance impacts from lush caverns.
value.DYN_LIGHT_GLOW_BERRIES.0=Disable
value.DYN_LIGHT_GLOW_BERRIES.1=Emit
value.DYN_LIGHT_GLOW_BERRIES.2=Trace

option.DYN_LIGHT_LAVA=Lava Lighting
option.DYN_LIGHT_LAVA.comment=Determines how lighting for lava is handled, to avoid heavy performance impacts from large lava lakes/sources.
value.DYN_LIGHT_LAVA.0=Disable
value.DYN_LIGHT_LAVA.1=Emit
value.DYN_LIGHT_LAVA.2=Trace

option.DYN_LIGHT_PORTAL=Portal Lighting
option.DYN_LIGHT_PORTAL.comment=Determines how lighting for nether portals is handled, to avoid heavy performance impacts from large portals.
value.DYN_LIGHT_PORTAL.0=Disable
value.DYN_LIGHT_PORTAL.1=Emit
value.DYN_LIGHT_PORTAL.2=Trace

option.DYN_LIGHT_REDSTONE=Redstone Lighting
option.DYN_LIGHT_REDSTONE.comment=Determines how lighting for redstone components is handled, to avoid heavy performance impacts from large contraptions.
value.DYN_LIGHT_REDSTONE.0=Disable
value.DYN_LIGHT_REDSTONE.1=Emit
value.DYN_LIGHT_REDSTONE.2=Trace

option.DYN_LIGHT_SEA_PICKLE=Sea Pickles
option.DYN_LIGHT_SEA_PICKLE.comment=Determines how lighting for sea pickles is handled, to avoid heavy performance impacts from large reefs.
value.DYN_LIGHT_SEA_PICKLE.0=Disable
value.DYN_LIGHT_SEA_PICKLE.1=Emit
value.DYN_LIGHT_SEA_PICKLE.2=Trace


screen.LIGHTING_TRACE_ADVANCED_OPTIONS=Advanced

option.LIGHT_BIN_SIZE=Bin Size
option.LIGHT_BIN_SIZE.comment=The cubic size in blocks of each light bin. Using smaller bins will allow more dense lighting. Using larger bins will allow dynamic lighting to apply to further distances from player.

option.LIGHT_BIN_MAX_COUNT=Max Bin Lights
option.LIGHT_BIN_MAX_COUNT.comment=The maximum number of lights each bin can hold.

option.LIGHT_SIZE_XZ=Horizontal Bin Count

option.LIGHT_SIZE_Y=Vertical Bin Count

option.LIGHTING_RANGE=Range
option.LIGHTING_RANGE.comment=Adjusts the scale of the range blocks cast light. Warning, increasing can dramatically reduce performance!
suffix.LIGHTING_RANGE=%

option.LIGHTING_TRACE_SAMPLE_MAX=Max Sample Count
option.LIGHTING_TRACE_SAMPLE_MAX.comment=The maximum number of lights that can be sampled per-pixel for each rendered frame. Setting a lower value will increase performance, but also increase temporal blurring.
value.LIGHTING_TRACE_SAMPLE_MAX.0=Infinite

option.LIGHTING_TRACE_FILTER=Filter
option.LIGHTING_TRACE_FILTER.comment=Applies a gaussian filter to smooth RT light sampling.
value.LIGHTING_TRACE_FILTER.0=OFF
value.LIGHTING_TRACE_FILTER.1=3x3
value.LIGHTING_TRACE_FILTER.2=5x5

option.DYN_LIGHT_WEATHER=Weather Particles
option.DYN_LIGHT_WEATHER.comment=Determines whether dynamic lighting is applied to weather particles. Enabling this option is heavy on performance!


screen.VOLUMETRIC_OPTIONS=Volumetric Fog

option.VOLUMETRIC_RES=Resolution
value.VOLUMETRIC_RES.0=Full
value.VOLUMETRIC_RES.1=Half
value.VOLUMETRIC_RES.2=Quarter

option.VOLUMETRIC_SAMPLES=Sample Count

option.VOLUMETRIC_BRIGHT_SKY=Sun/Moon Brightness
option.VOLUMETRIC_BRIGHT_SKY.comment=Adjusts the brightness of the sun & moon when applying volumetric lighting to fog.
suffix.VOLUMETRIC_BRIGHT_SKY=%
value.VOLUMETRIC_BRIGHT_SKY.0=OFF

option.VOLUMETRIC_BRIGHT_BLOCK=Block Light Brightness
option.VOLUMETRIC_BRIGHT_BLOCK.comment=Adjusts the brightness of block-based lights when applying volumetric lighting to fog.
suffix.VOLUMETRIC_BRIGHT_BLOCK=%
value.VOLUMETRIC_BRIGHT_BLOCK.0=OFF

option.VOLUMETRIC_BLOCK_MODE=Block Light
option.VOLUMETRIC_BLOCK_MODE.comment=Determines whether volumetric lighting is applied to fog for block-based dynamic lighting.
value.VOLUMETRIC_BLOCK_MODE.0=Disabled
value.VOLUMETRIC_BLOCK_MODE.1=Emission
value.VOLUMETRIC_BLOCK_MODE.2=Trace [Fast]
value.VOLUMETRIC_BLOCK_MODE.3=Trace [Full]

option.VOLUMETRIC_BLUR_SIZE=Filter
option.VOLUMETRIC_BLUR_SIZE.comment=Applies post-filtering of volumetric lighting for a smoother result.
value.VOLUMETRIC_BLUR_SIZE.0=OFF
value.VOLUMETRIC_BLUR_SIZE.1=3x3
value.VOLUMETRIC_BLUR_SIZE.2=5x5

option.VOLUMETRIC_BLOCK_RT=Ray Traced
option.VOLUMETRIC_BLOCK_RT.comment=Enables volumetric ray-tracing for block lights; requires ray-traced block lighting to be enabled. §c§lWARNING§r§c: will kill performance dead!


screen.SHADOW_OPTIONS=Shadows
screen.SHADOW_OPTIONS.comment=Options for shadows.

option.SHADOW_ENABLED=Enabled
option.SHADOW_ENABLED.comment=Enables shadows from the sun & moon.

option.SHADOW_TYPE=Type
option.SHADOW_TYPE.comment=The type of shadow mapping to use.
value.SHADOW_TYPE.0=None
value.SHADOW_TYPE.2=Distorted
value.SHADOW_TYPE.3=Cascaded

option.shadowMapResolution=Resolution
option.shadowMapResolution.comment=Resolution of the shadow map. Higher numbers mean more accurate shadows.

option.shadowDistance=Distance
option.shadowDistance.comment=How far away shadows will be rendered.

option.SHADOW_COLORED=Color Tinting
option.SHADOW_COLORED.comment=Determines if sun/moon light is tinted when passing through translucent colored blocks.

option.SHADOW_COLOR_BLEND=Color Blending
option.SHADOW_COLOR_BLEND.comment=Allows colored shadows to blend multiple colors. Currently broken until Sodium supports translucent-sorting.

option.SHADOW_BIAS_SCALE=Bias Scale
option.SHADOW_BIAS_SCALE.comment=Increase this if you get shadow acne. Decrease this if you get peter panning.
suffix.SHADOW_BIAS_SCALE=%

option.SHADOW_DISTORT_FACTOR=Distortion
option.SHADOW_DISTORT_FACTOR.comment=The amount of distortion to apply to the shadow map. Applies to distorted shadows only.
suffix.SHADOW_DISTORT_FACTOR=%

option.SHADOW_CLOUD_ENABLED=Clouds
option.SHADOW_CLOUD_ENABLED.comment=Enables shadows from clouds.


screen.SHADOW_FILTER_OPTIONS=Filtering
screen.SHADOW_FILTER_OPTIONS.comment=Options for shadow filtering.

option.SHADOW_FILTER=Filtering
option.SHADOW_FILTER.comment=Type type of filtering to apply to shadow sampling.
value.SHADOW_FILTER.0=None
value.SHADOW_FILTER.1=Soft-Fixed
value.SHADOW_FILTER.2=Soft-Dynamic

option.SHADOW_ENABLE_HWCOMP=HW-Accelerated
option.SHADOW_ENABLE_HWCOMP.comment=When enabled, shadows will leverage hardware-filtering for better quality and performance.

option.SHADOW_PCF_SIZE_MIN=Min Radius
option.SHADOW_PCF_SIZE_MIN.comment=The minimum radius of the shadow blurring; measured in blocks/meters. For dynamic soft-shadows only.
suffix.SHADOW_PCF_SIZE_MIN=%

option.SHADOW_PCF_SIZE_MAX=Max Radius
option.SHADOW_PCF_SIZE_MAX.comment=The maximum/fixed radius of the shadow blurring; measured in blocks/meters. For fixed or dynamic soft-shadows.
suffix.SHADOW_PCF_SIZE_MAX=%

option.SHADOW_PCF_SAMPLES=Blur Samples
option.SHADOW_PCF_SAMPLES.comment=The number of samples to use when blurring. For fixed or dynamic soft-shadows.

option.SHADOW_PCSS_SAMPLES=Blocker Samples
option.SHADOW_PCSS_SAMPLES.comment=The number of samples to use for determining penumbra width. For dynamic soft-shadows only.

option.SHADOW_BLUR_SIZE=Smooth
option.SHADOW_BLUR_SIZE.comment=Applies a post gaussian blur to the shadowing buffer to further smooth blur. Applies to all shadow types.
value.SHADOW_BLUR_SIZE.0=OFF
value.SHADOW_BLUR_SIZE.1=3x3
value.SHADOW_BLUR_SIZE.2=5x5


screen.EFFECT_OPTIONS=Effects

option.EFFECT_AUTO_EXPOSE=Auto-Exposure
option.EFFECT_AUTO_EXPOSE.comment=Enables a cheap auto-exposure effect based on brightness at the cameras location.


screen.EFFECT_FXAA_OPTIONS=FXAA

option.EFFECT_FXAA_ENABLED=Enabled

option.EFFECT_FXAA_ITERATIONS=Iterations


screen.EFFECT_BLOOM_OPTIONS=Bloom

option.EFFECT_BLOOM_ENABLED=Enabled

option.EFFECT_BLOOM_STRENGTH=Strength
option.EFFECT_BLOOM_STRENGTH.comment=The amount of bloom to apply to the final scene. Set to zero to disable.
suffix.EFFECT_BLOOM_STRENGTH=%

option.EFFECT_BLOOM_POWER=Power
option.EFFECT_BLOOM_POWER.comment=The curve applied to brightness. Higher values will reduce bloom in darker areas.
suffix.EFFECT_BLOOM_POWER=x

option.EFFECT_BLOOM_THRESHOLD=Threshold
option.EFFECT_BLOOM_THRESHOLD.comment=The brightness threshold light needs to exceed to contribute to bloom.
suffix.EFFECT_BLOOM_THRESHOLD=%

option.EFFECT_BLOOM_HAND=Hand Strength
option.EFFECT_BLOOM_HAND.comment=Determines the strength of bloom from in-hand items/blocks.
suffix.EFFECT_BLOOM_HAND=%


screen.EFFECT_BLUR_OPTIONS=Blur

option.EFFECT_BLUR_ENABLED=Enabled

option.EFFECT_BLUR_SAMPLE_COUNT=Sample Count

option.EFFECT_BLUR_MAX_RADIUS=Distant Radius
option.EFFECT_BLUR_MAX_RADIUS.comment=The maximum blur radius applied to far-away terrain (when not in water).
suffix.EFFECT_BLUR_MAX_RADIUS=px

option.EFFECT_BLUR_WATER_RADIUS=Water Radius
option.EFFECT_BLUR_WATER_RADIUS.comment=The maximum blur radius applied to far-away terrain when in water.
suffix.EFFECT_BLUR_WATER_RADIUS=px

option.EFFECT_BLUR_RADIUS_WEATHER=Weather Radius
option.EFFECT_BLUR_RADIUS_WEATHER.comment=The maximum blur radius applied to terrain when raining/snowing.
suffix.EFFECT_BLUR_RADIUS_WEATHER=px

option.EFFECT_BLUR_RADIUS_BLIND=Blindness Radius
option.EFFECT_BLUR_RADIUS_BLIND.comment=The maximum blur radius applied to screen when the blindness effect is active.
suffix.EFFECT_BLUR_RADIUS_BLIND=px

option.EFFECT_BLUR_ABERRATION_ENABLED=Aberration Enabled

option.EFFECT_BLUR_ABERRATION_STRENGTH=Aberration Strength
suffix.EFFECT_BLUR_ABERRATION_STRENGTH=%


screen.EFFECT_SSAO_OPTIONS=SSAO
screen.EFFECT_SSAO_OPTIONS.comment=Options for Screen-Space Ambient Occlusion

option.EFFECT_SSAO_ENABLED=Enabled

option.EFFECT_SSAO_SAMPLES=Sample Count
option.EFFECT_SSAO_SAMPLES.comment=The number of samples to use per-pixel when calculating ambient occlusion.

option.EFFECT_SSAO_RADIUS=Block Radius
option.EFFECT_SSAO_RADIUS.comment=The maximum radius (in blocks) to sample from the center-point.

option.EFFECT_SSAO_STRENGTH=Strength
suffix.EFFECT_SSAO_STRENGTH=x


screen.EFFECT_TAA_OPTIONS=TAA
screen.EFFECT_TAA_OPTIONS.comment=Temporal Anti-Aliasing Options

option.EFFECT_TAA_ENABLED=Enabled
option.EFFECT_TAA_ENABLED.comment=Enables temporal anti-aliasing. May cause ghosting/trailing with moving objects.

option.EFFECT_TAA_MAX_ACCUM=Max Frames
option.EFFECT_TAA_MAX_ACCUM.comment=The maximum number of frames that can be accumulated/combined.

option.EFFECT_TAA_SHARPEN=Sharpen
option.EFFECT_TAA_SHARPEN.comment=Makes TAA sharper. May cause visual artiafcts.


screen.POST_OPTIONS=Post-Processing

option.POST_BRIGHTNESS=Brightness
option.POST_BRIGHTNESS.comment=The brightness of the final image.
suffix.POST_BRIGHTNESS=%

option.POST_CONTRAST=Contrast
option.POST_CONTRAST.comment=The contrast of the final image.
suffix.POST_CONTRAST=%

option.POST_SATURATION=Saturation
option.POST_SATURATION.comment=The saturation of the final image.
suffix.POST_SATURATION=%

option.POST_EXPOSURE=Exposure

option.GAMMA_OUT=Gamma
option.GAMMA_OUT.comment=The gamma curve of the final image.

option.POST_TONEMAP=Tonemap
option.POST_TONEMAP.comment=Prevents clipping of bright colors, useful for dynamic lighting.
value.POST_TONEMAP.0=OFF
value.POST_TONEMAP.1=Reinhard
value.POST_TONEMAP.2=ACES
value.POST_TONEMAP.3=Heijl
value.POST_TONEMAP.4=Lottes

option.POST_WHITE_POINT=White-Point
suffix.POST_WHITE_POINT=%


screen.DEBUG_OPTIONS=Shrimple

option.DEBUG_VIEW=Debug View
option.DEBUG_VIEW.comment=Configures which buffer to draw to the screen.
value.DEBUG_VIEW.0=None
value.DEBUG_VIEW.1=Deferred Color
value.DEBUG_VIEW.2=Deferred geo-Normal
value.DEBUG_VIEW.3=Deferred Lightmap
value.DEBUG_VIEW.4=Deferred Occlusion/Emission
value.DEBUG_VIEW.5=Deferred Shadow
value.DEBUG_VIEW.6=Deferred Fog
value.DEBUG_VIEW.7=Deferred Tex-Normal
value.DEBUG_VIEW.8=Deferred Rough/Metal
value.DEBUG_VIEW.9=Deferred VL Scatter
value.DEBUG_VIEW.10=Deferred VL Transmit
value.DEBUG_VIEW.11=Deferred Diffuse
value.DEBUG_VIEW.12=Deferred Specular
value.DEBUG_VIEW.13=Velocity
value.DEBUG_VIEW.14=Shadow Color
value.DEBUG_VIEW.15=Bloom Tiles
value.DEBUG_VIEW.16=Depth Tiles
value.DEBUG_VIEW.17=White-World

option.DEBUG_TRANSPARENT=Debug Translucent
option.DEBUG_TRANSPARENT.comment=Shows the debug view for translucent materials when enabled, opaque otherwise.

option.DYN_LIGHT_DEBUG_COUNTS=Show Light Counts

option.DYN_LIGHT_OREBLOCKS=Ore-Block Lights
option.DYN_LIGHT_OREBLOCKS.comment=When enabled, solid ore blocks will emit colored light.

option.DH_CLIP_DIST=DH Clipping Distance
option.DH_CLIP_DIST.comment=The distance from the camera that Distant Horizons terrain will start clipping.
suffix.DH_CLIP_DIST=%

option.ANIM_WORLD_TIME=World-Time Animations
option.ANIM_WORLD_TIME.comment=Uses the worlds time counter for animations rather than a constant increment. Useful for recording mods that replay using scaled world-time.

option.ALPHATESTREF_ENABLED=Vanilla AlphaTest
option.ALPHATESTREF_ENABLED.comment=Uses the vanilla provided AlphaTest threshold for cutout blocks. Disable for hard-coded 10% threshold if not working properly.


screen.LIGHT_COLORS=Light Colors

option.LIGHT_COLOR_MESSAGE=https://editor.balintcsala.com
option.LIGHT_COLOR_MESSAGE.comment=Use the link above to edit light colors.
value.LIGHT_COLOR_MESSAGE.0=Follow Link

option.LIGHT_COLOR_AMETHYST=Amethyst
option.LIGHT_COLOR_BEACON=Beacon
option.LIGHT_COLOR_BREWING_STAND=Brewing Stand
option.LIGHT_COLOR_CAVEVINE_BERRIES=Cave Vine Berries
option.LIGHT_COLOR_CRYING_OBSIDIAN=Crying Obsidian
option.LIGHT_COLOR_END_ROD=End Rod
option.LIGHT_COLOR_FROGLIGHT_OCHRE=Ochre Froglight
option.LIGHT_COLOR_FROGLIGHT_PEARLESCENT=Pearlescent Froglight
option.LIGHT_COLOR_FROGLIGHT_VERDANT=Verdant Froglight
option.LIGHT_COLOR_GLOWSTONE=Glowstone
option.LIGHT_COLOR_GLOW_LICHEN=Glow Lichen
option.LIGHT_COLOR_JACK_O_LANTERN=Jack-O'-Lantern
option.LIGHT_COLOR_LAVA=Lava
option.LIGHT_COLOR_MAGMA=Magma
option.LIGHT_COLOR_NETHER_PORTAL=Nether Portal
option.LIGHT_COLOR_REDSTONE_LAMP=Redstone Lamp
option.LIGHT_COLOR_REDSTONE_TORCH=Redstone Torch
option.LIGHT_COLOR_SCULK_CATALYST=Sculk Catalyst
option.LIGHT_COLOR_SEA_LANTERN=Sea Lantern
option.LIGHT_COLOR_SEA_PICKLE=Sea Pickle
option.LIGHT_COLOR_SHROOMLIGHT=Shroomlight
