option.Information = Shader Information
profile.Balanced_ACES = Balanced (ACES)
profile.Balanced_Agx = Balanced (AgX)
profile.Comfortable = Comfortable
profile.Bright = Bright
profile.Vivid = Vivid
profile.Native = Native
profile.comment = Balanced (AgX): Default image settings, with bright objects tending toward white to reduce oversaturation. Balanced (ACES): Switches to ACES tone mapping for richer colors. Comfortable: Switches to Hejl tone mapping and lowers bloom intensity for a fresher, more comfortable look. Bright: Increases overall brightness on top of Balanced. Vivid: Adjusts brightness, contrast, and saturation on top of Balanced. Native: Closer to the look with no image adjustments.

screen.Lighting = Lighting
option.DISABLE_LEAKAGE_REPAIR = Disable Leakage Repair
option.DISABLE_LEAKAGE_REPAIR.comment = Leakage repair uses vanilla skylight to mask light-leaking areas. Enabling this option will turn off the repair feature.
screen.incoming_light_color = Incoming Light Color
screen.lightmap = Vanilla Lightmap
screen.shadow = Shadows
screen.RSM = Reflective Shadow Mapping (RSM)
screen.SSAO = Screen Space Ambient Occlusion (SSAO)
screen.path_tracing_colored_light = Path Tracing & Colored Light (Experimental/Iris Only)

option.INCOMING_LIGHT_RED = Incoming Light: Red
option.INCOMING_LIGHT_GREEN = Incoming Light: Green
option.INCOMING_LIGHT_BLUE = Incoming Light: Blue
option.INCOMING_LIGHT_ALPHA = Incoming Light: Brightness
option.INCOMING_LIGHT_N_RED = Night Incoming Light: Red
option.INCOMING_LIGHT_N_GREEN = Night Incoming Light: Green
option.INCOMING_LIGHT_N_BLUE = Night Incoming Light: Blue
option.INCOMING_LIGHT_N_ALPHA = Night Incoming Light: Brightness

option.GLOWING_BRIGHTNESS = Emissive Brightness
option.SKY_LIGHT_BRIGHTNESS = Vanilla Skylight Brightness
option.SUN_SKY_BLEND = Skylight to Sunlight Blend Ratio
option.ARTIFICIAL_LIGHT_FALLOFF = Artificial Light Falloff
option.ARTIFICIAL_LIGHT_FALLOFF.comment = Rate of distance attenuation. Higher values result in faster falloff. Used to adjust illumination range.
option.SKY_LIGHT_FALLOFF = Vanilla Skylight Falloff
option.SKY_LIGHT_FALLOFF.comment = Rate of distance attenuation. Higher values result in faster falloff. Used to adjust illumination range.
option.ARTIFICIAL_COLOR_RED = Artificial Light: Red
option.ARTIFICIAL_COLOR_GREEN = Artificial Light: Green
option.ARTIFICIAL_COLOR_BLUE = Artificial Light: Blue
option.ARTIFICIAL_COLOR_ALPHA = Artificial Light: Brightness
option.NIGHT_VISION_BRIGHTNESS = Night Vision Brightness
option.HELD_BLOCK_DYNAMIC_LIGHT = Handheld Dynamic Lights
option.HELD_BLOCK_NORMAL_AFFECT = Dynamic Light Normal Influence
option.HELD_BLOCK_NORMAL_AFFECT.comment = Objects lit by dynamic lights appear brighter when facing the player.
option.DYNAMIC_LIGHT_DISTANCE = Dynamic Light Distance
option.DEFERRED10_PT_ALBEDO_SCALE = Base Brightness (Path Tracing)
option.DEFERRED10_PT_ALBEDO_SCALE.comment = Controls the unlit base brightness when PATH_TRACING is enabled.
option.DEFERRED10_ALBEDO_SCALE = Base Brightness (Unlit)
option.DEFERRED10_ALBEDO_SCALE.comment = Controls the unlit base brightness in the standard deferred branch.

option.DIRECT_LUMINANCE = Direct Lighting Intensity
option.SHADOWMAP_EXCLUDE_ENTITIES = Exclude Entities from Shadow Map
option.SHADOWMAP_EXCLUDE_ENTITIES.comment = Disables entity shadows to improve performance, but entities will no longer cast shadows.
option.sunPathRotation = Sun Path Rotation
option.SHADOW_BIAS = Shadow Fisheye Bias
option.SHADOW_BIAS.comment = Sacrifices distant shadow precision to improve near-field detail. Higher values result in sharper shadows close to the camera.
option.shadowMapResolution = Shadow Map Resolution
option.shadowMapResolution.comment = Adjusts the overall detail of shadows.
option.shadowDistance = Shadow Distance
option.BLOCKER_SEARCH_SAMPLES = Blocker Search Samples
option.SHADOW_SOFTNESS = Shadow Softness
option.SHADOW_SAMPLES = Shadow Samples
option.COLOR_SHADOW_SAMPLES = Colored Shadow Samples
option.SCREEN_SPACE_SHADOW_SAMPLES = Screen Space Shadow Samples
option.SSS_RT_SHADOW_VISIBILITY = Screen Space Shadow Visibility for Translucents


option.RSM_ENABLED = Enable RSM
option.RSM_BRIGHTNESS = RSM Brightness
option.RSM_NORMAL_WEIGHT_TYPE = RSM Normal Weighting
option.RSM_NORMAL_WEIGHT_TYPE.comment = The orientation of light-reflecting and light-receiving surfaces affects indirect light brightness. "Artistic" mode simulates softer, multi-bounce light to reduce harshness.
value.RSM_NORMAL_WEIGHT_TYPE.0 = Normal
value.RSM_NORMAL_WEIGHT_TYPE.1 = Artistic
option.RSM_DIST_WEIGHT_TYPE = RSM Distance Weighting
option.RSM_DIST_WEIGHT_TYPE.comment = The distance between surfaces affects indirect light brightness. "Artistic" mode boosts indirect light at close ranges.
value.RSM_DIST_WEIGHT_TYPE.0 = Balanced
value.RSM_DIST_WEIGHT_TYPE.1 = Artistic
option.RSM_SEARCH_RADIUS = RSM Search Radius
option.RSM_MAX_SAMPLES = RSM Max Samples
option.RSM_MIN_SAMPLES = RSM Min Samples
option.DENOISER_RADIUS = Denoising Radius (RSM/AO)
option.DENOISER_QUALITY = Denoising Quality (RSM/AO)
option.RSM_LEAK_FIX = Mitigate RSM Leakage (RTAO)
option.RSM_LEAK_FIX.comment = Uses screen space occlusion to reduce RSM light leaking. May cause incorrect shadowing; disable if not needed.

option.ambientOcclusionLevel = Vanilla AO Intensity
option.AO_ENABLED = Enable Shader SSAO
option.SSAO_SEARCH_RADIUS = SSAO Search Radius
option.SSAO_MAX_SAMPLES = SSAO Max Samples
option.SSAO_MIN_SAMPLES = SSAO Min Samples
option.SSAO_INTENSITY = SSAO Intensity
option.AO_TYPE = AO Type
option.GTAO_SLICE_COUNT = GTAO Slice Count
option.GTAO_DIRECTION_SAMPLE_COUNT = GTAO Direction Samples
option.GTAO_INTENSITY = GTAO Intensity
option.GTAO_SEARCH_RADIUS = GTAO Search Radius
option.AO_MULTI_BOUNCE = AO Multi-Bounce Simulation

option.PATH_TRACING = Path Traced Diffuse
option.PATH_TRACING.comment = Experimental feature with bugs and high performance cost. Not recommended for use with resource packs unless "Path Tracing Quality" is increased.
option.PATH_TRACING_QUALITY = Path Tracing Quality
option.PATH_TRACING_QUALITY.comment = Recommended setting: 4.
value.PATH_TRACING_QUALITY.0 = 1 Ray
value.PATH_TRACING_QUALITY.1 = 2 Rays
value.PATH_TRACING_QUALITY.2 = 4 Rays
value.PATH_TRACING_QUALITY.3 = 12 Rays
option.PATH_TRACING_REFLECTION = Path Traced Specular Reflection
option.PATH_TRACING_REFLECTION.comment = Reflects off-screen objects on PBR materials and water. Requires "Path Traced Diffuse" to be enabled. Adjust reflection ray count and blur in Material/PBR settings.
option.PATH_TRACING_REFLECTION_VOXEL = Path Traced Voxel Reflection Color
option.PATH_TRACING_REFLECTION_VOXEL.comment = Uses voxel colors (solid blocks) for successful hits in voxel space. If disabled, black will be used.
option.STRICT_LEAK_PREVENTION = Strict Leak Prevention
option.STRICT_LEAK_PREVENTION.comment = Helps mitigate light leaking in caves. Only enable if necessary.
option.COLORED_LIGHT = Colored Light
option.COLORED_LIGHT.comment = WARNING: Cannot be used simultaneously with "Path Traced Diffuse"! Adjust quality via "Path Tracing Quality".

screen.Atmosphere = Atmosphere
option.CAMERA_HEIGHT = Camera Height
screen.atmosphere_scattering = Atmospheric Scattering
screen.volumetric_fog = Volumetric Fog
screen.volumetric_clouds = Volumetric Clouds
screen.clouds_2d = 2D Clouds
screen.celestial = Celestial Bodies

option.MIE_G = Mie Scattering G-value
option.MIE_G.comment = Affects the size of the solar halo.
option.MIE_STRENGTHNESS = Mie Scattering Strength
option.MIE_STRENGTHNESS.comment = Affects the brightness of the solar halo.
option.SKY_BASE_COLOR_BRIGHTNESS = Sky Brightness
option.SKY_BASE_COLOR_BRIGHTNESS_N = Night Sky Brightness
option.ATMOSPHERE_SCATTERING_SAMPLES = Atmospheric Scattering Samples
option.ATMOSPHERIC_SCATTERING_FOG = Atmospheric Scattering Fog
option.ATMOSPHERIC_SCATTERING_FOG_DENSITY = Atmospheric Scattering Fog Density
option.VOLUME_LIGHT_SAMPLES = Volumetric Light Samples

option.VOLUMETRIC_FOG = Volumetric Fog
option.FOG_REF_HEIGHT = Fog Reference Height
option.FOG_REF_HEIGHT.comment = Adjust to the horizon level.
option.FOG_THICKNESS = Fog Thickness
option.FOG_NEAR_UNIT = Fog Near Step Size
option.FOG_FAR_UNIT = Fog Far Step Size
option.FOG_DIRECT_INTENSITY = Fog Direct Light Intensity
option.FOG_DIRECT_INTENSITY.comment = Influence of sunlight on fog brightness (warmer tones).
option.FOG_AMBIENT_INTENSITY = Fog Ambient Light Intensity
option.FOG_AMBIENT_INTENSITY.comment = Influence of skylight on fog brightness (cooler tones).
option.FOG_SIGMA_S = Fog Scattering Coefficient
option.FOG_SIGMA_A = Fog Absorption Coefficient
option.FOG_BASE_COVERAGE_RAIN = Fog Base Coverage: Rain
option.FOG_BASE_COVERAGE_NIGHT = Fog Base Coverage: Night
option.FOG_BASE_COVERAGE_SUNRISESET = Fog Base Coverage: Sunrise/Sunset
option.FOG_BASE_COVERAGE_NOON = Fog Base Coverage: Noon
option.FOG_ADD_COVERAGE_RAIN = Fog Additional Coverage: Rain
option.FOG_ADD_COVERAGE_NIGHT = Fog Additional Coverage: Night
option.FOG_ADD_COVERAGE_SUNRISESET = Fog Additional Coverage: Sunrise/Sunset
option.FOG_ADD_COVERAGE_NOON = Fog Additional Coverage: Noon

option.VOLUMETRIC_CLOUDS = Volumetric Clouds
option.CREPUSCULAR_LIGHT = Crepuscular Rays (Screen Space God Rays)
option.VOLUMETRIC_CLOUDS_MAX_SAMPLES = Volumetric Clouds Max Samples
option.VOLUMETRIC_CLOUDS_MIN_SAMPLES = Volumetric Clouds Min Samples
option.VOLUMETRIC_CLOUDS_MIN_HEIGHT = Cloud Base Height
option.CLOUD_THICKNESS = Cloud Thickness
option.CLOUD_SCALE = Cloud Scale
option.VOLUME_CLOUD_NOISE_SEED = Volumetric Cloud Noise Seed
option.VOLUME_CLOUD_NOISE_SEED.comment = Affects cloud distribution.
option.CLOUD_SPEED = Cloud Speed
option.CLOUD_LOW_FREQUENCY = Low Frequency
option.CLOUD_WEATHER_FREQUENCY = Weather Texture Frequency
option.CLOUD_WEATHER_SHAPE = Weather Texture Shape
option.CLOUD_COVERAGE = Cloud Coverage
option.CLOUD_RAIN_ADD_COVERAGE = Cloud Additional Coverage: Rain
option.CLOUD_HIGH_FREQUENCY = High Frequency
option.CLOUD_HIGHER_NOISE_ENABLE = Enable Higher Frequency Noise
option.CLOUD_HIGH_FREQ_EROSION = High Frequency Erosion Strength
option.CLOUD_DENSITY = Cloud Density
option.CLOUD_LIGHTPATH_STEP_SIZE = Cloud Lightpath Step Size
option.CLOUD_SMALL_STEP = Cloud Small Steps
option.CLOUD_LIGHTPATH_SAMPLES = Cloud Lightpath Samples
option.CLOUD_ATTENUATION_SECOND_SPREAD = Cloud Secondary Attenuation Spread
option.CLOUD_ATTENUATION_SECOND_INTENSITY = Cloud Secondary Attenuation Intensity
option.CLOUD_INSCATTER_POWDER = Cloud In-scattering (Powder Effect)
option.CLOUD_INSCATTER_POWDER.comment = Simulates multi-bounce light within clouds, making them glow internally with dark edges.
option.CLOUD_SIGMA_S = Cloud Scattering Coefficient
option.CLOUD_SIGMA_A = Cloud Absorption Coefficient
option.CLOUD_SILVER_INTENSITY = Cloud Silver Lining Intensity
option.CLOUD_SILVER_SPREAD = Cloud Silver Lining Spread
option.CLOUD_BRIGHTNESS = Cloud Brightness
option.CLOUD_BRIGHTNESS_DIRECT = Cloud Direct Light Brightness
option.CLOUD_BRIGHTNESS_DIRECT.comment = Brightness influenced by sunlight (warmer tones).
option.CLOUD_BRIGHTNESS_AMBIENT = Cloud Ambient Light Brightness
option.CLOUD_BRIGHTNESS_AMBIENT.comment = Brightness influenced by skylight (cooler tones).
option.CLOUD_SKY_MIX = Sky Color Mix Intensity
option.CLOUD_FADE_DISTANCE = Cloud Fade Distance
option.CLOUD_FADE_DISTANCE.comment = Speed at which distant clouds fade out. Lower values result in faster fading.
option.CLOUD_SHADOW = Cloud Shadow
option.CLOUD_SHADOW.comment = Enables volumetric clouds to cast shadows onto the ground, simulating sunlight being blocked by clouds.
option.CLOUD_SHADOW_SAMPLES = Cloud Shadow Samples
option.CLOUD_SHADOW_SAMPLES_MAX = Cloud Shadow Max Samples
option.CLOUD_SHADOW_OCCLUSION_COEFFICIENT = Cloud Shadow Occlusion Coefficient
option.CLOUD_SHADOW_OCCLUSION_COEFFICIENT.comment = Controls how strongly cloud shadows darken the ground beneath them.
option.CLOUD_STEP_ALL = High Altitude Clipping

option.CLOUDS_2D = 2D Clouds
option.CLOUDS_2D_HEIGHT = 2D Cloud Height
option.CLOUDS_2D_COVERAGE = 2D Cloud Coverage
option.CLOUDS_2D_DENSITY = 2D Cloud Density
option.CLOUDS_2D_SCALE = 2D Cloud Scale
option.CLOUDS_2D_SPEED = 2D Cloud Speed
option.CLOUDS_2D_BRIGHTNESS = 2D Cloud Brightness
option.CLOUDS_2D_FADE_DISTANCE = 2D Cloud Fade Distance
option.CLOUDS_2D_SKY_MIX = 2D Cloud Sky Color Mix

option.SUN_RADIUS = Sun Radius
option.SUN_BRIGHTNESS = Sun Brightness
option.MOON_BRIGHTNESS = Moon Brightness
option.STARS = Stars
option.STARS_DENSITY = Star Density
option.STARS_SIZE = Star Size
option.STARS_BRIGHTNESS = Star Brightness

screen.Water = Water & Translucency
screen.wave = Waves
screen.water_fog = Water Fog
screen.water_reflection_refraction = Water Reflection/Refraction
screen.translucent_lighting = Translucent Lighting

option.WAVE_TYPE = Wave Style
value.WAVE_TYPE.0 = Wind Sea
value.WAVE_TYPE.1 = Lake
value.WAVE_TYPE.2 = Composite Ocean
option.WAVE_SPEED = Wave Speed
option.WAVE_FREQUENCY = Wave Frequency
option.WAVE_FREQUENCY.comment = Density of the ripples.
option.WAVE_HEIGHT = Wave Height
option.WAVE_PARALLAX = Wave Parallax
option.WAVE_PARALLAX_HEIGHT = Wave Parallax Height
option.WAVE_PARALLAX_MIN_SAMPLES = Wave Parallax Min Samples
option.WAVE_PARALLAX_MAX_SAMPLES = Wave Parallax Max Samples
option.WAVE_PARALLAX_ITERATIONS = Wave Parallax Iterations
option.WAVE_PARALLAX_ITERATIONS.comment = Detail level of the wave parallax effect. Should not exceed "Normal Iterations".
option.WAVE_NORMAL_ITERATIONS = Wave Normal Iterations
option.WAVE_NORMAL_ITERATIONS.comment = Detail level of the wave normals.

option.WATER_FOG_COLOR_RED = Water Fog: Red
option.WATER_FOG_COLOR_GREEN = Water Fog: Green
option.WATER_FOG_COLOR_BLUE = Water Fog: Blue
option.WATER_FOG_COLOR_ALPHA = Water Fog: Brightness
option.WATER_MIST_VISIBILITY = Water Visibility
option.WATER_MIST_VISIBILITY.comment = Visibility of underwater objects when viewed from above the surface.
option.UNDERWATER_FOG = Underwater Volumetric Fog
option.UNDERWATER_FOG_SAMPLES = Underwater Volumetric Samples
option.UNDERWATER_FOG_STEP_SIZE = Underwater Volumetric Step Size
option.UNDERWATER_FOG_DIST = Underwater Volumetric Distance
option.UNDERWATER_FOG_LIGHT_BRI = Underwater Volumetric Brightness
option.UNDERWATER_FOG_BRI = Underwater Fog Brightness
option.UNDERWATER_FOG_G = Underwater Fog Phase G-value
option.UNDERWATER_FOG_G2 = Underwater Fog Extra Phase G-value
option.UNDERWATER_FOG_G2_BRI = Underwater Fog Extra Phase Brightness
option.UNDERWATER_FOG_MIST = Underwater Fog Visibility
option.WATER_FOG_TRANSMIT = Water Fog Light Transmission
option.WATER_FOG_TRANSMIT.comment = Degree to which underwater objects are tinted blue when viewed from above.
option.UNDERWATER_ADD_BLOOM = Extra Underwater Bloom
option.UNDERWATER_CONTRAST = Underwater Contrast
option.UNDERWATER_BRI = Underwater Brightness

option.WATER_REFRACTION = Water Refraction
option.WATER_REFRAT_IOR = Index of Refraction (TIR)
option.WATER_REFRAT_IOR.comment = Affects the size of the Total Internal Reflection area when viewing the surface from underwater.
option.WAVE_REFRACTION_INTENSITY = Wave Refraction Intensity
option.WATER_REFLECTION = Water Reflection
option.REFLECTION_STEP_SIZE = Reflection Step Size
option.REFLECTION_SAMPLES = Reflection Samples
option.REFLECTION_STEP_POWER = Reflection Step Power
option.REFLECTION_STEP_GROWTH_BASE = Step Growth Base
option.REFLECTION_FRESNEL_POWER = Reflection Fresnel Power
option.REFLECTION_FRESNEL_POWER.comment = Visibility of reflections at grazing angles.
option.WATER_F0 = Water F0 Value
option.WATER_F0.comment = Base visibility of water reflections, independent of viewing angle.
option.WATER_REFLECT_HIGH_LIGHT = Water Specular Reflection
option.WATER_REFLECT_HIGH_LIGHT_INTENSITY = Water Specular Intensity
option.UNDERWATER_REFLECTION = Underwater Reflection

option.CAUSTICS = Caustics
option.CAUSTICS.comment = Requires "Translucent Shadows" to be enabled.
option.TRANSLUCENT_SHADOW = Translucent Shadows
option.TRANSLUCENT_SHADOW_SOFTNESS = Translucent Shadow Softness
option.TRANSLUCENT_SHADOW_QUALITY = Translucent Shadow Quality
option.TRANSLUCENT_USE_RESOURCESPACK_PBR = Use Resource Pack PBR for Translucents
option.TRANSLUCENT_REFRACTION = Translucent Refraction
option.TRANSLUCENT_REFRACTION.comment = Note: Enabling this makes translucents behind other translucents invisible (e.g., water behind stained glass).
option.TRANSLUCENT_REFRACTION_INTENSITY = Translucent Refraction Intensity
option.CAUSTICS_FREQ = Caustics Frequency
option.CAUSTICS_FREQ.comment = Density of the caustic patterns.
option.CAUSTICS_SPEED = Caustics Speed
option.CAUSTICS_POWER = Caustics Intensity
option.CAUSTICS_BRI_MIN = Caustics Min Brightness
option.CAUSTICS_BRI_MAX = Caustics Max Brightness
option.CAUSTICS_CHROMA_SHIFT = Caustics Chromatic Aberration
option.CAUSTICS_DISPERSION = Caustics Dispersion Intensity
option.CAUSTICS_DISPERSION.comment = Set to 0 to disable dispersion.

screen.Vertex = Vertex
option.WAVING_PLANTS = Waving Plants
option.WAVING_RATE = Waving Speed
option.PLANTS_SHORT_AMPLITUDE = Short Plant Amplitude
option.PLANTS_TALL_AMPLITUDE = Tall Plant Amplitude
option.LEAVES_AMPLITUDE = Leaves Amplitude
option.WAVING_NOISE_SCALE = Waving Noise Scale (Uniformity)

screen.Material = Material
screen.parallax_mapping = Parallax Mapping
screen.PBR_reflect = PBR Reflection

option.PARALLAX_MAPPING = Parallax Mapping
option.PARALLAX_MAPPING.comment = Not recommended if the resource pack lacks parallax maps.
option.PARALLAX_TYPE = Parallax Type
option.PARALLAX_TYPE.comment = Voxel Parallax is recommended for resolutions of 32x and below.
value.PARALLAX_TYPE.0 = Smooth Parallax
value.PARALLAX_TYPE.1 = Voxel Parallax
option.PARALLAX_SAMPLES = Parallax Samples (Smooth)
option.PARALLAX_HEIGHT = Parallax Height
option.PARALLAX_DISTANCE = Parallax Distance
option.PARALLAX_LERP = Parallax Interpolation
option.PARALLAX_LERP.comment = Reduces the "stepping" effect in Smooth Parallax.
option.PARALLAX_SHADOW = Parallax Shadows
option.PARALLAX_SHADOW_SAMPLES = Parallax Shadow Samples
option.PARALLAX_SHADOW_SOFTENING = Parallax Shadow Sharpness
option.PARALLAX_SHADOW_SOFTENING.comment = Lower values result in softer shadows.
option.PARALLAX_NORMAL_MIX_WEIGHT = Parallax Normal Mix Weight
option.PARALLAX_NORMAL_MIX_WEIGHT.comment = Degree to which normals generated from the heightmap are blended with original normals.
option.PARALLAX_FORCE_NORMAL_VERTICAL = Enable Texture Normals on Top Faces (Voxel)

option.PBR_REFLECTIVITY = PBR Reflection
option.USE_OLD_PBR = Use Old PBR (SEUS PBR)
option.SSS_INTENSITY = Subsurface Scattering Intensity
option.SSS_INTENSITY.comment = Simple simulation of light passing through objects.
option.EMISSIVENESS_BRIGHTNESS = Emissive Brightness
option.MIRROR_INTENSITY = PBR Specular Intensity
option.PBR_REFLECTION_DIR_COUNT = PBR Reflection Directions
option.PBR_REFLECTION_BLUR = PBR Reflection Noise Filtering
option.TRANSLUCENT_ROUGHNESS = Translucent Roughness (Hardcoded)
option.TRANSLUCENT_F0 = Translucent F0 (Hardcoded)
option.TRANSLUCENT_F0.comment = F0 refers to base reflectivity, affecting the visibility of reflection colors.

screen.rainy_ground_wet_ripple = Wet Ground & Ripples
option.RAINY_GROUND_WET_ENABLE = Wet Ground Effect
option.RAINY_GROUND_WET_NOISE = Wet Ground Noise
option.RAINY_GROUND_WET_NOISE.comment = Randomizes wet and dry areas on the ground.
option.WET_GROUND_SMOOTHNESS = Wet Ground Smoothness
option.WET_GROUND_F0 = Wet Ground F0
option.WET_GROUND_F0.comment = F0 refers to base reflectivity, affecting the visibility of reflection colors.
option.RIPPLE = Enable Rain Ripples
option.RIPPLE_DISTANCE = Ripple Distance
option.RIPPLE_MAX_RADIUS = Max Ripple Radius
option.RIPPLE_UV_SCALE = Ripple Scale
option.RIPPLE_TIME_SPEED = Ripple Expansion Speed
option.RIPPLE_NORMAL_STRENGTH = Ripple Normal Strength

screen.Camera = Post-Processing
option.GAMMA = Gamma
screen.bloom = Bloom
screen.exposure = Exposure
screen.simple_filter = Simple Filter
screen.tone_mapping = Tone Mapping
screen.motion_blur = Motion Blur
screen.depth_of_field = Depth of Field
screen.vignette = Vignette
screen.letter_box = Letterbox

option.BLOOM = Bloom
option.BLOOM_LAYERS = Bloom Layers
option.BLOOM_AMOUNT = Bloom Intensity
option.RAIN_ADDITIONAL_BLOOM = Additional Bloom: Rain
option.NIGHT_ADDITIONAL_BLOOM = Additional Bloom: Night
option.NETHER_ADDITIONAL_BLOOM = Additional Bloom: Nether
option.END_ADDITIONAL_BLOOM = Additional Bloom: End

option.EXPOSURE = Exposure
option.TARGET_BRIGHTNESS = Target Brightness
option.LIGHT_SENSITIVITY = Light Sensitivity
option.LIGHT_SENSITIVITY.comment = Affects how sensitive exposure is to high or low brightness levels.
option.EXPOSURE_DELTA = Exposure Delta
option.EXPOSURE_DELTA.comment = The range within which auto-exposure can vary.
option.EXPOSURE_MODE = Exposure Sampling Mode

option.FILTER_SLOPE_RED = Color Weight: Red
option.FILTER_SLOPE_GREEN = Color Weight: Green
option.FILTER_SLOPE_BLUE = Color Weight: Blue
option.FILTER_SLOPE_ALPHA = Brightness
option.FILTER_WHITE = White Point
option.FILTER_CONTRAST = Contrast
option.FILTER_SATURATE = Saturation

option.TONE_MAPPING = Tone Mapping
option.AGX_EV = AGX EV
option.AGX_EV.comment = Only effective when using AGX tone mapping.
option.AGX_LOOK_CUSTOM = AGX Look Customization
option.AGX_LOOK_BRIGHTNESS = AGX Look: Brightness
option.AGX_LOOK_WHITE = AGX Look: White Point
option.AGX_LOOK_CONTRAST = AGX Look: Contrast
option.AGX_LOOK_SATURATE = AGX Look: Saturation

option.POST_PROCESS_NOISE = Post-Processing Noise
option.POST_PROCESS_NOISE.comment = Adds subtle grain after tone mapping.

option.MOTION_BLUR = Motion Blur
option.MOTIONBLUR_MAX = Max Motion Blur
option.MOTIONBLUR_STRENGTH = Motion Blur Strength
option.MOTIONBLUR_SAMPLE = Motion Blur Samples

option.DEPTH_OF_FIELD = Depth of Field
option.centerDepthHalflife = Focus Smoothing Speed
option.centerDepthHalflife.comment = Speed at which the focus distance adjusts.
option.DOF_BOKEH_RADIUS = Bokeh Radius
option.DOF_FOCUS_TOLERANCE = Focus Tolerance
option.DOF_FOCUS_TOLERANCE.comment = The range of the sharp area.
option.DOF_EDGE_BLUR = Edge Blur
option.DOF_SAMPLES = DOF Samples

option.VIGNETTE = Vignette
option.VIGNETTE_SCALE = Vignette Scale
option.VIGNETTE_OFFSET = Vignette Offset
option.VIGNETTE_POWER = Vignette Intensity

option.LETTER_BOX = Letterbox
option.LETTER_BOX_SIZE = Letterbox Width

screen.Antialiasing = Anti-Aliasing
screen.TAA = Temporal Anti-Aliasing (TAA)
screen.anisotropic_filtering = Anisotropic Filtering

option.TAA_JITTER_AMOUNT = TAA Jitter Amount
option.TAA_VARIANCE_CLIP_GAMMA = TAA Variance Clipping
option.SHARPENING_FACTOR = Sharpening Factor
option.TAA_CUSTOM_BLEND_FACTOR = TAA Custom Blend Factor
option.TAA_BLEND_FACTOR = TAA Blend Factor
option.TAA_BLEND_FACTOR.comment = Lower values reduce flickering and jitter but increase ghosting.
option.TAA_DEPTH_CONFIDENCE = TAA Depth Confidence
option.TAA_DEPTH_CONFIDENCE.comment = Reduces flickering and jitter but increases ghosting. Has noticeable artifacts; disable if unacceptable.
option.TAA_DEPTH_CONFIDENCE_STRENGTH = TAA Depth Confidence Strength

option.ANISOTROPIC_FILTERING = Anisotropic Filtering
option.ANISOTROPIC_FILTERING_MODE = Anisotropic Filtering Mode
option.ANISOTROPIC_FILTERING_QUALITY = Anisotropic Filtering Quality

screen.RCAS = Robust Contrast Adaptive Sharpening (RCAS)
option.FSR_RCAS = FSR RCAS Sharpening
option.RCAS_ENABLE_NOISE_SUPPRESSION = Enable Noise Suppression
option.RCAS_SHARPNESS = Sharpening Intensity

screen.Others = Others
option.NOON_DURATION = Noon Duration
option.NIGHT_DURATION = Night Duration
option.NOON_DURATION_SLOW = Noon Duration (Slow)
option.NIGHT_DURATION_SLOW = Night Duration (Slow)
option.END_COLOR_RED = End Color: Red
option.END_COLOR_GREEN = End Color: Green
option.END_COLOR_BLUE = End Color: Blue
option.END_COLOR_INTENSITY = End Color: Brightness
option.NETHER_COLOR_RED = Nether Color: Red
option.NETHER_COLOR_GREEN = Nether Color: Green
option.NETHER_COLOR_BLUE = Nether Color: Blue
option.NETHER_COLOR_INTENSITY = Nether Color: Brightness
option._HIGH = Placeholder
