diff --git a/shaders/lang/pt_br.lang b/shaders/lang/pt_br.lang new file mode 100644 index 0000000..82bd112 --- /dev/null +++ b/shaders/lang/pt_br.lang @@ -0,0 +1,320 @@ +option.PhysicsMod_support=Suporte ao PhysicsMod + +screen.Misc_Settings = Configurações Diversas + screen.the_orb=O Orb + option.THE_ORB=O Orb + option.ORB_X=Orb X + option.ORB_Y=Orb Y + option.ORB_Z=Orb Z + option.ORB_ColMult=Orb MultiplicadorCol + option.ORB_R=Orb Vermelho + option.ORB_G=Orb Verde + option.ORB_B=Orb Azul + +screen.lightning_color=Relâmpago + option.Lightning_R=Relâmpago Vermelho + option.Lightning_G=Relâmpago Verde + option.Lightning_B=Relâmpago Azul + +option.WhiteWorld=MundoBranco + option.ambientLight_only=Apenas Luz Ambiente + option.Glass_Tint=Tintura de Vidro + option.display_LUT=Mostrar LUT + option.ambientSSS_view=Visualização de SSS vindo do Céu + +screen.Sun_and_Moon_Colors = Cores Lua/Sol + option.sunColorR=SolCor Vermelha + option.sunColorG=SolCor Verde + option.sunColorB=SolCor Azul + option.moonColorR=LuaCor Vermelha + option.moonColorG=LuaCor Verde + option.moonColorB=LuaCor Azul + option.colortype=Tipo de Cor + option.Sun_temp=Temperatura do Sol + option.Moon_temp=Temperatura da Lua + +option.sunPathRotation = Ângulo do Sol +option.sun_illuminance = Iluminância do Sol +option.moon_illuminance = Iluminância da Lua + +screen.Direct_Light = Luz Direta + screen.Filtering = Configurações do Filtro de Sombras + screen.Shadows = Sombras + option.Variable_Penumbra_Shadows= Sombras de Penumbra Variável(VPS) + option.VPS_Search_Samples=Amostragem de Procura VPS + option.Min_Shadow_Filter_Radius=Raio Minimo do Filtro de Sombra + option.Max_Shadow_Filter_Radius=Raio Máximo do Filtro de Sombra + option.Max_Filter_Depth=Profundidade Máxima do Filtro de Sombra + option.SHADOW_FILTER_SAMPLE_COUNT=Amostragem do Filtro de Sombra + + option.SCREENSPACE_CONTACT_SHADOWS = Sombras de Contato + option.Stochastic_Transparent_Shadows=Sombras Transparentes Estocásticas + option.SHADOW_FRUSTRUM_CULLING= Redução de Sombras Fora de Vista + option.SHADOW_FRUSTRUM_CULLING.comment= Essa opção não funciona nas versões 1.17+. Pode aumentar o desempenho, mas cria gráficos incorretos nas sombras distantes. + option.shadowMapResolution = Resolução da Sombra + option.shadowDistance = Distância da Sombra + + +screen.Subsurface_Scattering = Espalhamento de Subsuperfície (SSS) + option.LabSSS_Curve = Curva LabSSS + option.Ambient_SSS = SSS vindo do Céu + option.ambientsss_brightness = Brilho do SSS vindo do Céu + option.SSS_TYPE = Modo + option.SSS_TYPE.comment = Hardcoded significa que os shaders definem o que recebe SSS. LabSSS significa que o resourcepack define o que recebe SSS. RTX é sem nenhum SSS lol. Eu tive que roubar esse formato, RRe36 + value.SSS_TYPE.0 = RTX + value.SSS_TYPE.1 = Somente Hardcoded + value.SSS_TYPE.2 = Hardcoded + LabSSS + value.SSS_TYPE.3 = Somente LabSSS + + +screen.Ambient_light = Luz Ambiente + option.AO_Strength = Multiplicador de AO + option.GI_Strength = Multiplicador de GI + option.HQ_SSGI = SSGI de Longo Alcance + option.Hand_Held_lights = Luz de Mão + option.ambientOcclusionLevel = Quantidade da AO Vanilla + option.ambient_brightness = Brilho da Luz Ambiente + option.MIN_LIGHT_AMOUNT = Mínimo de Brilho da Luz + option.indirect_effect = Luz Indireta + value.indirect_effect.0 = AO Vanilla + value.indirect_effect.1 = SSAO + value.indirect_effect.2 = GTAO + value.indirect_effect.3 = RTAO + value.indirect_effect.4 = SSGI + + screen.Ambient_Colors = Cor da Luz Ambiente + option.ambient_temp = Temperatura + option.AmbientLight_R = Quantia de Vermelho + option.AmbientLight_G = Quantia de Verde + option.AmbientLight_B = Quantia de Azul + option.ambient_colortype = Tipo de Coloração + value.ambient_colortype.0 = Temperatura + value.ambient_colortype.1 = RGB + + screen.Torch_Colors = Cor da Tocha + option.TORCH_AMOUNT = Multiplicador de Luz da Torcha + option.TORCH_R = Quantia de Vermelho + option.TORCH_G = Quantia de Verde + option.TORCH_B = Quantia de Azul + + +screen.Fog = Configurações da Névoa + option.VL_RENDER_RESOLUTION = Escala de Resolução da Névoa + option.VL_SAMPLES = Amostragem de Névoa + option.BLOOMY_FOG = Quantidade de Névoa Difusa + option.Haze_amount = Quantidade de Neblina Atmosférica + option.RainFog_amount = Multiplicador da Névoa de Chuva + option.Cloud_Fog = Névoa Dentro de Nuvens + option.BorderFog = Névoa nas Bordas de Chunks + + screen.TOD_fog = Névoa Por Horário do Dia + option.TOD_Fog_mult = Multiplicador de Densidade da Névoa + option.Morning_Uniform_Fog = Densidade da Névoa de Manhã + option.Noon_Uniform_Fog = Densidade da Névoa ao Meio-Dia + option.Evening_Uniform_Fog = Densidade da Névoa a Tarde + option.Night_Uniform_Fog = Densidade da Névoa de Noite + option.Morning_Cloudy_Fog = Densidade da Névoa de Manhã Nublada + option.Noon_Cloudy_Fog = Densidade da Névoa ao Meio-Dia Nublada + option.Evening_Cloudy_Fog = Densidade da Névoa a Tarde Nublada + option.Night_Cloudy_Fog = Densidade da Névoa de Noite Nublada + + screen.Biome_Fog = Névoa Específica de Bioma + option.Biome_specific_environment = Névoa Específica de Bioma + + screen.Cave_Fog = Névoa de Caverna + option.Cave_fog = Névoa da Caverna + option.CaveFogFallOff = Queda da Névoa + option.CaveFogColor_R = Névoa Vermelho + option.CaveFogColor_G = Névoa Verde + option.CaveFogColor_B = Névoa Azul + + +screen.Clouds = Configurações da Nuvem + option.VOLUMETRIC_CLOUDS = Nuvens Volumétricas + option.CLOUDS_QUALITY = Escala de Resolução da Nuvem + option.CLOUDS_SHADOWS = Sombra Projetada Pela Nuvem + option.Daily_Weather = Clima Diário + option.Cloud_Speed = Multiplicador de Velocidade da Nuvem + option.Rain_coverage = Cobertura durante Chuva + + option.Cumulus = Nuvens Cúmulos + option.Cumulus_coverage = Cobertura + option.Cumulus_density = Densidade + option.Cumulus_height = Altitude das Cúmulus + + option.Altostratus = Nuvens de Alto-Estratos + option.Alto_coverage = Cobertura + option.Alto_density = Densidade + + +screen.Climate = Configurações de Clima + screen.Seasons=Estações + option.Seasons = Cores Sazonais + option.Season_Length = Duração das Estações (Em Dias) + option.Snowy_Winter = Neve Durante o Inverno + screen.Summer_colors = Cores do Verão + option.Summer_R = Quantidade de Vermelho + option.Summer_G = Quantidade de Verde + option.Summer_B = Quantidade de Azul + option.Summer_Leaf_R = Quantidade de Verelho (para Folhas) + option.Summer_Leaf_G = Quantidade de Verde (para Folhas)) + option.Summer_Leaf_B = Quantidade de Azul (para Folhas)) + + screen.Fall_colors = Cores do Outono + option.Fall_R = Quantidade de Vermelho + option.Fall_G = Quantidade de Verde + option.Fall_B = Quantidade de Azul + option.Fall_Leaf_R = Quantidade de Vermelho (para Folhas) + option.Fall_Leaf_G = Quantidade de Verde (para Folhas) + option.Fall_Leaf_B = Quantidade de Azul (para Folhas) + + screen.Winter_colors = Cores do Inverno + option.Winter_R = Quantidade de Vermelho + option.Winter_G = Quantidade de Verde + option.Winter_B = Quantidade de Azul + option.Winter_Leaf_R = Quantidade de Vermelho (para Folhas) + option.Winter_Leaf_G = Quantidade de Verde (para Folhas) + option.Winter_Leaf_B = Quantidade de Azul (para Folhas) + + screen.Spring_colors = Cores da Primavera + option.Spring_R = Quantidade de Vermelho + option.Spring_G = Quantidade de Verde + option.Spring_B = Quantidade de Azul + option.Spring_Leaf_R = Quantidade de Vermelho (para Folhas) + option.Spring_Leaf_G = Quantidade de Verde (para Folhas) + option.Spring_Leaf_B = Quantidade de Azul (para Folhas) + +screen.World = Mundo + screen.Water = Configurações da Água + option.WATER_REFLECTIONS = Reflexos na Água + option.SCREENSPACE_REFLECTIONS = Reflexos no Espaço de Tela (SSR) + option.SSR_STEPS = Qualidade do SSR + option.WATER_SUN_SPECULAR = Reflexos do Sol/Lua + option.WATER_BACKGROUND_SPECULAR = Reflexos do Céu/Névoa + option.Refraction = Refração na Água/Vidro + option.Vanilla_like_water=Água Estilo Vanilla + option.Vanilla_like_water.comment=Água com cor e textura vanilla + option.Dirt_Amount = Quantidade de Sujeira + option.Dirt_Mie_Phase=Fase de Mie na Sujeira + option.rayMarchSampleCount=Amostragem de Ray Marching + option.USE_QUARTER_RES_DEPTH=Usar Profundidade em 1/4 de Resolução + option.Water_Top_Layer = Coordenada Y do Oceano + + screen.Water_fog_color = Configurações de Névoa da Água + option.Dirt_Scatter_R = Dispersão Vermelha (Sujeira) + option.Dirt_Scatter_G = Dispersão Verde (Sujeira) + option.Dirt_Scatter_B = Dispersão Azul (Sujeira) + option.Dirt_Absorb_R = Absorção Vermelha (Sujeira) + option.Dirt_Absorb_G = Absorção Verde (Sujeira) + option.Dirt_Absorb_B = Absorção Azul (Sujeira) + option.Water_Absorb_R = Absorção Vermelha (Água) + option.Water_Absorb_G = Absorção Verde (Água) + option.Water_Absorb_B = Absorção Azul (Água) + +screen.Post_Processing = Pós-Pocessamento + screen.DepthOfField = Profundidade de Campo + option.SHARPENING = Quantidade de Nitidez CAS + option.BLOOM_STRENGTH = Multiplicador de Bloom + option.BLOOM_QUALITY=Qualidade do Bloom + screen.TAA_OPTIONS = Antisserrilhamento + option.SCREENSHOT_MODE = Modo Screenshot + option.SPLIT_RENDER=Dividir Renderização + option.TAA = TAA + option.BLEND_FACTOR = Coeficiente de Mistura + option.TAA_UPSCALING = Upscale Temporal + option.SCALE_FACTOR = Coeficiente de Escala + +screen.Tonemapping=Mapeamento de Tons/Cor + option.TONEMAP=Mapeamento de Tom + option.USE_ACES_COLORSPACE_APPROXIMATION=Usar Aproximação de Espaço de Cores ACES + option.SATURATION=Saturação + option.CROSSTALK=Diafonia + option.FinalR=Vermelho Final + option.FinalG=Verde Final + option.FinalB=Azul Final + +screen.Exposure=Exposição + option.AUTO_EXPOSURE=Exposição Automática + option.EXPOSURE_MULTIPLIER=Multiplicador de Exposição + option.Exposure_Speed=Velocidade de Ajuste de Exposição + option.Manual_exposure_value=Valor Manual de Exposição + +screen.Purkinje_effect=Efeito Purkinje + option.Purkinje_strength=Força do Purkinje + option.Purkinje_R=Purkinje Vermelho + option.Purkinje_G=Purkinje Verde + option.Purkinje_B=Purkinje Azul + option.Purkinje_Multiplier=Multiplicador de Purkinje + +screen.LabPBR = Lab PBR + screen.Reflections = Reflexões Especulares + option.Specular_Reflections = Reflexões Especulares + option.Screen_Space_Reflections = Reflexos no Espaço de Tela + option.Rough_reflections = Aspereza Detalhada + option.Sky_reflection = Refletir Céu/Névoa + option.Dynamic_SSR_quality = SSR de Qualidade Dinâmica + option.Roughness_Threshold = Limiar de Reflexão + option.Sun_specular_Strength = Multiplicador de Reflexo do Sol + option.reflection_quality = Qualidade do SSR + + screen.Emissives = Emissivos + option.Emissive_Brightness = Multiplicador de Emissão + option.LabPBR_Emissives=Emissivos LabPBR + option.Emissive_Curve = Curva de Emissão + option.EMISSIVE_TYPE = Modo + option.EMISSIVE_TYPE.comment = Hardcoded significa que o shaders define o que tem emissão. Emissão Lab significa que o resourcepack define o que tem emissão. + value.EMISSIVE_TYPE.0 = Sem emissão + value.EMISSIVE_TYPE.1 = Somente Hardcoded + value.EMISSIVE_TYPE.2 = Hardcoded + Emissão Lab + value.EMISSIVE_TYPE.3 = Somente Emissão Lab + + +screen.POM = Mapeamento de Oclusão de Paralaxe / POM + option.POM = Mapeamento de Oclusão de Paralaxe + option.MAX_ITERATIONS = Qualidade + option.POM_DEPTH = Profundidade + option.MAX_DIST = Distância Máxima + option.Adaptive_Step_length = Qualidade Dinâmica + option.Horrible_slope_normals = Inclinação Normal Horrível + + +screen.Porosity = Porosidade / Poças + option.Porosity = Porosidade + option.Puddles = Poças + option.Puddle_Size = Multiplicador do Tamanho das Poças + + screen.Waving_Stuff=Coisas Balançando + option.WAVY_STRENGTH=Força do Balanço + option.WAVY_SPEED=Velocidade do Balanço + option.WAVY_PLANTS=Plantas Balançando + + +option.DOF_QUALITY=Porfundidade de Campo(DoF) + value.DOF_QUALITY.-1=Desligado + value.DOF_QUALITY.0=Hexagonal + value.DOF_QUALITY.1=Baixo + value.DOF_QUALITY.2=Médio + value.DOF_QUALITY.3=Alto + value.DOF_QUALITY.4=Ultra + option.DOF_ANAMORPHIC_RATIO=Razão Anamórfica + option.AUTOFOCUS=Auto-Foco + option.focal=Distância Focal + option.aperture=Abertura + option.MANUAL_FOCUS=Foco Manual + option.DoF_Adaptation_Speed=Velocidade de Adaptação do DoF + option.FAR_BLUR_ONLY=Apenas Desfoque Distante + + screen.Editing=Edição + option.Compositing_Sky=Composição do Céu. + option.CompSky_R=Composição Vermelho + option.CompSky_G=Composição Verde + option.CompSky_B=Composição Azul + + + +option.AEROCHROME_MODE=Modo Aerochrome +option.AEROCHROME_MODE.comment=Filme Infravermelho. Pesquise "Aerochrome" pra ter uma idéia do que isso faz. +option.AEROCHROME_PINKNESS=Aerochrome Vermelho:Quociente Rosa +option.AEROCHROME_PINKNESS.comment=Maior = Rosa. Menor = Vermelho +option.AEROCHROME_WOOL_ENABLED=Lã em Aerochrome +option.AEROCHROME_WOOL_ENABLED.comment=Tecnicamente, coisas feitas de lã deveriam ser afetadas, mas isso arruína muitas construções. Habilite para ser mais tecnicamente correto. \ No newline at end of file diff --git a/shaders/lang/zh_cn.lang b/shaders/lang/zh_cn.lang new file mode 100644 index 0000000..f7f2d37 --- /dev/null +++ b/shaders/lang/zh_cn.lang @@ -0,0 +1,486 @@ +screen.Misc_Settings = 杂项 +screen.Sun_and_Moon_Colors = 日月颜色 +option.sunPathRotation = 太阳角度 +option.sun_illuminance = 阳光照度 +option.moon_illuminance = 月光照度 + + +screen.Direct_Light = 直接照明 + screen.Filtering = 阴影过滤设置 + screen.Shadows = 阴影 + option.SCREENSPACE_CONTACT_SHADOWS = 屏幕空间接触阴影 + option.shadowMapResolution = 阴影分辨率 + option.shadowDistance = 阴影距离 + + +screen.Subsurface_Scattering = 次表面散射 + option.LabSSS_Curve = LabPBR 次表面散射曲线值 + option.Ambient_SSS = 天空光次表面散射 + option.ambientsss_brightness = 天空光次表面散射亮度 + option.SSS_TYPE = 次表面散射模式 + option.SSS_TYPE.comment = 硬编码意味着由着色器定义什么方块应该具有次表面散射效果. LabRBR 资源包次表面散射意味着由 LabPBR 资源包决定什么方块应该具有次表面散射. RTX 不会有方块具有次表面散射效果, 乐. 我不得不盗取了这样的格式, RRe36 . + value.SSS_TYPE.0 = RTX + value.SSS_TYPE.1 = 仅硬编码 + value.SSS_TYPE.2 = 硬编码 + LabRBR 资源包次表面散射 + value.SSS_TYPE.3 = 仅 LabRBR 资源包次表面散射 + + +screen.Ambient_light = 环境光 + option.AO_Strength = 环境光遮蔽强度 + option.GI_Strength = 全局照明强度 + option.HQ_SSGI = 远距 SSGI + option.Hand_Held_lights = 手持光源 + option.ambientOcclusionLevel = 原版 AO 强度 + option.ambient_brightness = 环境光照明亮度 + option.MIN_LIGHT_AMOUNT = 最小照明强度 + option.indirect_effect = 间接照明模式 + value.indirect_effect.0 = 原版 AO + value.indirect_effect.1 = SSAO + value.indirect_effect.2 = GTAO + value.indirect_effect.3 = RTAO + value.indirect_effect.4 = SSGI + + screen.Ambient_Colors = 环境光颜色 + option.ambient_temp = 环境光色温 + option.AmbientLight_R = 环境光红色比重 + option.AmbientLight_G = 环境光绿色比重 + option.AmbientLight_B = 环境光蓝色比重 + option.ambient_colortype = 环境光颜色类型 + value.ambient_colortype.0 = 色温模式 + value.ambient_colortype.1 = RGB 滑块模式 + + screen.Torch_Colors = 照明颜色 + option.TORCH_AMOUNT = 照明强度 + option.TORCH_R = 照明红色比重 + option.TORCH_G = 照明绿色比重 + option.TORCH_B = 照明蓝色比重 + + +screen.Fog = 雾气设置 + option.VL_RENDER_RESOLUTION = 体积雾渲染分辨率 + option.VL_SAMPLES = 体积雾采样值 + option.BLOOMY_FOG = 雾气泛化值 + option.Haze_amount = 大气雾霾密度 + option.RainFog_amount = 雨雾密度 + option.Cloud_Fog = 云中雾 + option.BorderFog = 边界雾 + + screen.TOD_fog = 全天雾气 + option.TOD_Fog_mult = 雾气密度倍率 + option.Morning_Uniform_Fog = 清晨 - 雾气密度 + option.Morning_Cloudy_Fog = 清晨 - 云雾密度 + option.Noon_Uniform_Fog = 正午 - 雾气密度 + option.Noon_Cloudy_Fog = 正午 - 云雾密度 + option.Evening_Uniform_Fog = 傍晚 - 雾气密度 + option.Evening_Cloudy_Fog = 傍晚 - 云雾密度 + option.Night_Uniform_Fog = 夜晚 - 雾气密度 + option.Night_Cloudy_Fog =夜 晚 - 云雾密度 + + screen.Biome_Fog = 群系雾 + option.Biome_specific_environment = 生物群系特定雾气 + + screen.Cave_Fog = 洞穴雾气 + option.Cave_fog = 洞穴雾气 + option.CaveFogFallOff = 洞穴雾气淡出距离 + option.CaveFogColor_R = 洞穴雾气红色比重 + option.CaveFogColor_G = 洞穴雾气绿色比重 + option.CaveFogColor_B = 洞穴雾气蓝色比重 + + +screen.Clouds = 云层设置 + option.VOLUMETRIC_CLOUDS = 体积云 + option.CLOUDS_QUALITY = 云层分辨率倍数 + option.CLOUDS_SHADOWS = 云影 + option.Daily_Weather = 周期循环的天气 + option.Cloud_Speed = 云层速度 + option.Rain_coverage = 雨云覆盖率 + + option.Cumulus = 积云 + option.Cumulus_coverage = 积云覆盖率 + option.Cumulus_density = 积云密度 + option.Cumulus_height = 积云高度 + + option.Altostratus = 高层云 + option.Alto_coverage = 高层云覆盖率 + option.Alto_density = 高层云密度 + + +screen.Climate = 氛围 + option.Seasons = 四季颜色 + option.Season_Length = 季节长度 (以 MC 日为单位) + option.Snowy_Winter = 雪冬 + screen.Summer_colors = 夏天颜色 + option.Summer_R = 植被 - 红 + option.Summer_G = 植被 - 绿 + option.Summer_B = 植被 - 蓝 + option.Summer_Leaf_R = 树叶 - 红 + option.Summer_Leaf_G = 树叶 - 绿 + option.Summer_Leaf_B = 树叶 - 蓝 + + screen.Fall_colors = 秋天颜色 + option.Fall_R = 植被 - 红 + option.Fall_G = 植被 - 绿 + option.Fall_B = 植被 - 蓝 + option.Fall_Leaf_R = 树叶 - 红 + option.Fall_Leaf_G = 树叶 - 绿 + option.Fall_Leaf_B = 树叶 - 蓝 + + screen.Winter_colors = 冬天颜色 + option.Winter_R = 植被 - 红 + option.Winter_G = 植被 - 绿 + option.Winter_B = 植被 - 蓝 + option.Winter_Leaf_R = 树叶 - 红 + option.Winter_Leaf_G = 树叶 - 绿 + option.Winter_Leaf_B = 树叶 - 蓝 + + screen.Spring_colors = 春天颜色 + option.Spring_R = 植被 - 红 + option.Spring_G = 植被 - 绿 + option.Spring_B = 植被 - 蓝 + option.Spring_Leaf_R = 树叶 - 红 + option.Spring_Leaf_G = 树叶 - 绿 + option.Spring_Leaf_B = 树叶 - 蓝 + + +screen.World = 世界 + screen.Water = 水体设置 + option.WATER_REFLECTIONS = 水面高光反射 + option.SCREENSPACE_REFLECTIONS = 屏幕空间反射 (SSR) + option.SSR_STEPS = SSR 采样值 + option.WATER_SUN_SPECULAR = 日月反射 + option.WATER_BACKGROUND_SPECULAR = 天空/雾气反射 + option.Refraction = 折射 (水体/玻璃) + option.Dirt_Amount = 水体浑浊程度 + option.Water_Top_Layer = 海平面 Y 轴坐标 + + screen.Water_fog_color = 水雾设置 + option.Dirt_Scatter_R = 红色扩散 (污物) + option.Dirt_Scatter_G = 绿色扩散 (污物) + option.Dirt_Scatter_B = 蓝色扩散 (污物) + option.Dirt_Absorb_R = 红色吸收 (污物) + option.Dirt_Absorb_G = 绿色吸收 (污物) + option.Dirt_Absorb_B = 蓝色吸收 (污物) + option.Water_Absorb_R = 红色吸收 (水体) + option.Water_Absorb_G = 绿色吸收 (水体) + option.Water_Absorb_B = 蓝色吸收 (水体) + + +screen.Post_Processing = 后期处理 + screen.Tonemapping = 色调映射 + screen.Exposure = 曝光 + screen.DepthOfField = 景深 (DOF) + screen.Purkinje_effect = 柏金赫现象 (Purkinje effect) 设置 + option.SHARPENING = 对比度自适应锐化强度 + option.BLOOM_STRENGTH = 泛光强度 + screen.TAA_OPTIONS = 抗锯齿设置 + option.SCREENSHOT_MODE = 截图模式 + option.TAA = 时间性抗锯齿 (TAA) + option.BLEND_FACTOR = 混合倍数 + option.TAA_UPSCALING = TAA 升采样 + option.SCALE_FACTOR = 渲染倍率 + + +screen.LabPBR = Lab PBR + screen.Reflections = 高光反射 + option.Specular_Reflections = 高光反射 + option.Screen_Space_Reflections = 屏幕空间反射 (SSR) + option.Rough_reflections = 粗糙反射 + option.Sky_reflection = 天空/雾气反射 + option.Dynamic_SSR_quality = 动态 SSR 质量 + option.Roughness_Threshold = 粗糙反射阀值 + option.Sun_specular_Strength = 太阳反射强度 + option.reflection_quality = SSR 质量 + + screen.Emissives = 发光效果 + option.Emissive_Brightness = 发光亮度 + option.Emissive_Curve = 发光曲线 + option.EMISSIVE_TYPE = 发光模式 + option.EMISSIVE_TYPE.comment = 硬编码意味着由光影定义什么方块应该发光. LabRBR资源包次表面散射意味着由labPBR资源包决定什么方块应该发光. + value.EMISSIVE_TYPE.0 = 不发光 + value.EMISSIVE_TYPE.1 = 仅硬编码 + value.EMISSIVE_TYPE.2 = 硬编码 + LabPBR 发光 + value.EMISSIVE_TYPE.3 = 仅 LabPBR 发光 + + +screen.POM = 视差遮蔽映射 (POM) + option.POM = 视差 (POM) + option.MAX_ITERATIONS = 视差质量 + option.POM_DEPTH = 视差深度 + option.MAX_DIST = 视差最大距离 + option.Adaptive_Step_length = 动态质量 + option.Horrible_slope_normals = 恐怖的斜坡法线 + + +screen.Porosity = 孔隙率/水坑 + option.Porosity = 孔隙率 + option.Puddles = 水坑 + option.Puddle_Size = 水坑大小 + + +option.DOF_QUALITY=景深 (DOF) + value.DOF_QUALITY.-1=关闭 + value.DOF_QUALITY.0=六边形景深虚化效果 + value.DOF_QUALITY.1=低质量 + value.DOF_QUALITY.2=中质量 + value.DOF_QUALITY.3=高质量 + value.DOF_QUALITY.4=极高质量 + option.DOF_ANAMORPHIC_RATIO=景深变形比 + + +option.AEROCHROME_MODE=Aerochrome 模式 +option.AEROCHROME_MODE.comment=影响画面. 从谷歌浏览器的功能实现方式得到了灵感. +option.AEROCHROME_PINKNESS=Aerochrome 模式 红色: 粉色 比例 +option.AEROCHROME_PINKNESS.comment=选项数值越高 = 越接近粉色. 选项数值越低 = 越接近红色. +option.AEROCHROME_WOOL_ENABLED=Aerochrome 模式作用于羊毛 +option.AEROCHROME_WOOL_ENABLED.comment=技术上,与羊毛相关的方块都会受到影响,但会破坏了大量的建筑外观. 启用后可能会导致更多的技术性错误. + + +#Additional Options / 附加选项 +#Direct Light + option.SCREENSPACE_CONTACT_SHADOWS.comment=在屏幕空间中从太阳获得投射阴影,以便于在阴影范围外或者在物体接触处投射阴影. 可能在高分辨率情况下有巨大的性能损耗. + + option.Variable_Penumbra_Shadows=可变半阴影 (VPS) + option.Variable_Penumbra_Shadows.comment=距离被投射物体时越远的阴影越模糊 (会降低帧数) . + option.VPS_Search_Samples=可变半阴影 (VPS) 的检索采样数 + option.VPS_Search_Samples.comment=对被投射物体时的检索采样次数. + option.Min_Shadow_Filter_Radius=最小阴影过滤半径 + option.Min_Shadow_Filter_Radius.comment=如果没有启用VPS,此选项数值将用作阴影过滤器的大小. + option.Max_Shadow_Filter_Radius=最大阴影过滤半径 + option.Max_Shadow_Filter_Radius.comment=如果没有启用VPS,此选项将不会有作用. 当此选项数值设置过大时会出现问题. + option.Max_Filter_Depth=最大过滤深度 + option.Max_Filter_Depth.comment=此选项数值意味着 在被投射物体时与阴影投射位置的距离大小达到此数值时 阴影过滤器的尺寸达到最大. + option.SHADOW_FILTER_SAMPLE_COUNT=阴影过滤采样数 + option.SHADOW_FILTER_SAMPLE_COUNT.comment=用来过滤实际阴影的采样数. + + option.shadowMapResolution.comment=很大可能会在选择 16384 选项的时候崩溃游戏. + option.shadowDistance.comment=当 阴影距离渲染倍数 设置为-1.0的时候已经完全不是线性渲染,此时将本选项设置为175可满足40区块的渲染距离. + + option.LabSSS_Curve.comment=我只是非常好奇设置为 2.0 的时候会看起来怎样,所以才做了这个选项. + option.Ambient_SSS.comment=来自天空光的次表面散射. 如果启用了屏幕空间环境光遮蔽,本选项只会消耗很小的性能. + + option.sunColorR=太阳 - 红色比重 + option.sunColorG=太阳 - 绿色比重 + option.sunColorB=太阳 - 蓝色比重 + option.moonColorR=月亮 - 红色比重 + option.moonColorG=月亮 - 绿色比重 + option.moonColorB=月亮 - 蓝色比重 + option.colortype=颜色模式 + option.colortype.comment=1 = RGB 模式滑块. 2 = 黑体模式. + value.colortype.1= RGB 模式滑块 + value.colortype.2= 黑体模式 + option.Sun_temp=阳光色温 + suffix.Sun_temp=K + option.Moon_temp=月光色温 + suffix.Moon_temp=K + + suffix.sunPathRotation=° + suffix.sun_illuminance=LX + suffix.moon_illuminance=LX + + +#World + option.Vanilla_like_water=原版水体样式 + option.Vanilla_like_water.comment=原版水纹理贴图混合光影水体. + option.SCREENSPACE_REFLECTIONS.comment=在高分辨率资源包或者高质量渲染下会非常影响性能,特别是在冰面上的反射. + option.Dirt_Amount.comment=水中有多少污物. + + option.Dirt_Scatter_R.comment=污物扩散红色能力. + option.Dirt_Scatter_G.comment=污物扩散绿色能力. + option.Dirt_Scatter_B.comment=污物扩散蓝色能力. + option.Dirt_Absorb_R.comment=污物吸收红色能力. + option.Dirt_Absorb_G.comment=污物吸收绿色能力. + option.Dirt_Absorb_B.comment=污物吸收蓝色能力. + option.Water_Absorb_R.comment=水体吸收红色能力. + option.Water_Absorb_G.comment=水体吸收绿色能力. + option.Water_Absorb_B.comment=水体吸收蓝色能力. + + option.Water_Top_Layer.comment=当在水下并且当 光照图深度估算 关闭时. 假设水面顶层在这个数值对应的高度 (Y 值) 来进行水下照明的计算. 如果设置不正确,水下会看起来很奇怪. + + screen.Waving_Stuff=摇晃相关 + option.WAVY_STRENGTH=摇晃强度 + option.WAVY_SPEED=摇晃速度 + option.WAVY_PLANTS=植物摇晃 + + option.Specular_Reflections.comment=方块上的反射. 需要一个 PBR 资源包. + option.Sun_specular_Strength.comment=调节以获得更大的发光面积. + option.Screen_Space_Reflections.comment=屏幕空间反射开关. 如果你想要正常的性能,但又想要方块有光泽和质感,可以关闭这个选项,因为太阳反射依旧保留. + option.reflection_quality.comment=调整屏幕空间反射的质量. + option.Rough_reflections.comment=开启粗糙度 GGX VNDF . 明显影响性能,同时会产生大量噪点. + option.Roughness_Threshold.comment=使用粗糙度曲线调节来让反射在粗糙面上更清楚或者更模糊. 有利于隐藏粗糙面材质上的噪点. + option.Sky_reflection.comment=估计有人不喜欢反射天空,以防万一所以有了这个选项. + option.Dynamic_SSR_quality.comment=粗糙反射质量会更低. 在很多场景下可以稍微提升性能表现. + + option.LabSSS_Curve.comment=我只是非常好奇设置为 2.0 的时候会看起来怎样,所以才做了这个选项. + option.Ambient_SSS.comment=来自天空光的次表面散射. 如果启用了屏幕空间环境光遮蔽,本选项只会消耗很小的性能. + + option.Emissive_Curve.comment=是的,我在这里明目张胆借鉴了 Kappa . + + option.Adaptive_Step_length.comment=仅使用部分视差深度获取采样, 以提升整体的质量. 缺点: 从大角度来观察, 会有不小的错误. + option.MAX_ITERATIONS.comment=拉高以提高投射角的质量 (降低性能) . + option.POM_DEPTH.comment=单位: 米. 资源包推荐深度数值: . Vanillaccurate: 0.15-0.25. VNR: 0.20. Patrix: 1.0. + option.MAX_DIST.comment=拉高以增加计算视差的距离. + option.Horrible_slope_normals.comment=真的只适合低分辨率资源包. 在高分辨率资源包上会有很多锯齿和闪烁. + + option.Puddles.comment=耶! + + +#Ambient_light + option.Emissive_Curve.comment=是的,我在这里明目张胆借鉴了 Kappa . + + option.ambient_colortype.comment= 0 = 色温模式. 1 = RGB 滑块模式 + + suffix.ambient_temp=K + + option.MIN_LIGHT_AMOUNT=最小照明强度 + option.indirect_effect.comment=原版 AO 是 Minecraft 原版使用的环境光遮蔽. SSAO 基础, 常见且快速, 同时包含了原版 AO. GTAO 质量更高, 更少噪点, 速度适中. RTAO 基于路径追踪的环境光遮蔽, 缓慢且多噪点. SSGI 基于路径追踪全局照明且同时考虑环境光遮蔽, 最慢并且很多噪点. + + option.AO_Strength.comment=用于调整阴影区域的强度. + option.GI_Strength.comment=用于调整反射全局照明区域的亮度. + option.ambientOcclusionLevel.comment=本选项控制原版 Minecraft 环境光遮蔽强度. + + +#Fog + option.VL_RENDER_RESOLUTION.comment=降低计算体积雾的分辨率. (0.5 = 默认分辨率的一半). + + option.Cloud_Fog.comment=渲染两次体积云和体积雾使飞跃云层成为可能. 可预见的性能下降. + + option.Biome_specific_environment.comment=使雾气在特定生物群系中时有独特的密度和颜色. (沼泽、丛林、繁茂洞穴、巨型针叶林、黑森林). + + option.BorderFog.comment=哼啊啊啊啊啊啊啊啊. + + option.cave_fog.comment=洞穴雾气... + + +#Post_Processing + option.SCREENSHOT_MODE.comment=进入渲染模式,累积帧直到满足需求的最高图像质量. + + option.BLEND_FACTOR.comment=更高的值意味更多的闪烁,但图像更清晰. 更低的值意味较少的闪烁,但图像较模糊. + + option.TAA_UPSCALING.comment=降低渲染分辨率并使用TAA来组合几个低分辨率的图像 (大大提高了性能) . 用它来代替光影渲染精细度选项.如果你想提高FPS(将其设为1). 如果你想提高质量,请禁用这个选项并增大光影渲染精细度倍数. + option.SCALE_FACTOR.comment=渲染分辨率倍率. 不推荐低于 0.5 . + + option.TONEMAP=色调映射方法 + option.TONEMAP.comment=不同的色调映射方法. + option.USE_ACES_COLORSPACE_APPROXIMATION=启用 ACES 色彩空间的近似值拟合 + option.USE_ACES_COLORSPACE_APPROXIMATION.comment=ACES=Academy Color Encoding System,是一套颜色编码系统. 决定色调映射是否使用另一个色彩空间. + option.SATURATION=饱和度 + option.SATURATION.comment=负值使颜色不饱和. 正值使颜色饱和. 0值意味着没有变化. + option.CROSSTALK=去饱和度 + option.CROSSTALK.comment=使明亮的颜色不饱和,在较暗的区域保持饱和度(如果是负值,则反转). 有助于去除大多数荧光色. + option.FinalR=最终图像 - 红色偏移程度 + option.FinalG=最终图像 - 绿色偏移程度 + option.FinalB=最终图像 - 蓝色偏移程度 + + option.AUTO_EXPOSURE=自动曝光 + option.AUTO_EXPOSURE.comment=强烈建议启用这个选项,除非需要截图. + option.EXPOSURE_MULTIPLIER=曝光强度 + option.Exposure_Speed=曝光速度 + option.Manual_exposure_value=手动曝光值 + + option.AUTOFOCUS=自动对焦 + option.AUTOFOCUS.comment=此选项为关时,亮度滑块可以调节手动对焦距离. + option.focal=焦距 + option.focal.comment=单位: 厘米. + option.aperture=光圈 + option.aperture.comment=单位: 厘米. + option.MANUAL_FOCUS=手动对焦距离 + option.MANUAL_FOCUS.comment=当 自动对焦 选项关闭时,通过调节此选项确定对焦距离(单位是米). + option.DoF_Adaptation_Speed=景深虚化适应速度 + option.FAR_BLUR_ONLY=仅虚化远处 + option.FAR_BLUR_ONLY.comment=移除那些比对焦点更靠近镜头物体的景深效果. + + screen.Purkinje_effect.comment=是人类眼睛对高度照明灵敏,而在低照明水平时,往光谱高频蓝端迁移的现象 (来源于百度百科). + option.Purkinje_strength=柏金赫现象强度 + option.Purkinje_strength.comment=模拟眼睛在低光强度下无法看到颜色的情况. 0 值意味着在低曝光情况下没有柏金赫现象. + option.Purkinje_R=柏金赫 - 红色 + option.Purkinje_G=柏金赫 - 绿色 + option.Purkinje_B=柏金赫 - 蓝色 + option.Purkinje_Multiplier=柏金赫现象倍率 + option.Purkinje_Multiplier.comment=决定柏金赫现象影响亮度的程度. + + screen.Editing=后期编辑 + option.Compositing_Sky=天空组成 + option.Compositing_Sky.comment=调节天空颜色,以便在一些图像编辑软件中更容易合成天空. 实测会使部分云层以及太阳消失,且对性能负担较大. + option.CompSky_R=天空组成 - 红色 + option.CompSky_G=天空组成 - 绿色 + option.CompSky_B=天空组成 - 蓝色 + + +#Clouds + option.VOLUMETRIC_CLOUDS.comment=如果不喜欢默认设置时云的噪点,可以调高云的计算采样值. 如果这对性能影响过大,可以降低云质量. + option.CLOUDS_SHADOWS.comment=主世界云层投射的阴影. + option.Daily_Weather.comment=不同的日子有不同的天空和不同的雾气效果. + option.Cloud_Speed.comment=云层移动的速度. + option.Rain_coverage.comment=雨天时云层的覆盖率. + + option.Cumulus.comment=一层远处的蓬松云彩. + option.Cumulus_height.comment=云层底部Y轴高度. + option.Altostratus.comment=一层在遥远天边的层云. + +#Misc Settings + screen.the_orb=末地球形天体 + option.THE_ORB=球形天体 + option.THE_ORB.comment=§c实测请保持关闭该选项, 以下配置选项暂不能调节该天体效果. + option.ORB_X=天体位置 - X轴坐标 + option.ORB_Y=天体位置 - Y轴坐标 + option.ORB_Z=天体位置 - Z轴坐标 + option.ORB_ColMult=天体颜色倍率 + option.ORB_R=天体颜色 - 红色 + option.ORB_G=天体颜色 - 绿色 + option.ORB_B=天体颜色 - 蓝色 + + screen.lightning_color=闪电颜色 + option.Lightning_R=闪电 - 红色 + option.Lightning_G=闪电 - 绿色 + option.Lightning_B=闪电 - 蓝色 + + option.WhiteWorld=全白世界 + option.WhiteWorld.comment=这是用于 Debug 的视图. 易于观察 环境光遮蔽 的效果. 易于观察 模拟全局光照 (绿光) 的效果. + option.ambientLight_only=仅启用环境光 + option.ambientLight_only.comment=这是用于 Debug 的视图. 关闭太阳光. 此选项不会影响性能,阴影依旧会在后台工作. + option.Glass_Tint=玻璃色调 + option.Glass_Tint.comment=背景通过混合玻璃本身的颜色获得强烈的色调. + option.display_LUT=显示 LUT + option.display_LUT.comment=哼啊啊啊啊啊啊啊啊. + option.ambientSSS_view=天空光次表面散射视图 + + +#Climate + screen.Seasons=季节 + option.Season_Length.comment=决定季节的长度,以 MC 日为单位. 91 日大致为现实中一个季节的长度. 设置为 1 会使得一年只持续四天. + suffix.Season_Length=MC日 + option.Snowy_Winter.comment=冬天就应该下雪,不是吗? + + option.Summer_R.comment=在这个季节中植被的颜色. + option.Summer_G.comment=在这个季节中植被的颜色. + option.Summer_B.comment=在这个季节中植被的颜色. + option.Summer_Leaf_R.comment=在这个季节中树叶的颜色. + option.Summer_Leaf_G.comment=在这个季节中树叶的颜色. + option.Summer_Leaf_B.comment=在这个季节中树叶的颜色. + + option.Fall_R.comment=在这个季节中植被的颜色. + option.Fall_G.comment=在这个季节中植被的颜色. + option.Fall_B.comment=在这个季节中植被的颜色. + option.Fall_Leaf_R.comment=在这个季节中树叶的颜色. + option.Fall_Leaf_G.comment=在这个季节中树叶的颜色. + option.Fall_Leaf_B.comment=在这个季节中树叶的颜色. + + option.Winter_R.comment=在这个季节中植被的颜色. + option.Winter_G.comment=在这个季节中植被的颜色. + option.Winter_B.comment=在这个季节中植被的颜色. + option.Winter_Leaf_R.comment=在这个季节中树叶的颜色. + option.Winter_Leaf_G.comment=在这个季节中树叶的颜色. + option.Winter_Leaf_B.comment=在这个季节中树叶的颜色. + + option.Spring_R.comment=在这个季节中植被的颜色. + option.Spring_G.comment=在这个季节中植被的颜色. + option.Spring_B.comment=在这个季节中植被的颜色. + option.Spring_Leaf_R.comment=在这个季节中树叶的颜色. + option.Spring_Leaf_G.comment=在这个季节中树叶的颜色. + option.Spring_Leaf_B.comment=在这个季节中树叶的颜色. + + option.Biome_specific_environment.comment=使雾气在特定生物群系中时有独特的密度和颜色. (沼泽、丛林、繁茂洞穴、巨型针叶林、黑森林). + option.Daily_Weather.comment=不同的日子有不同的天空和不同的雾气效果. + +option.PhysicsMod_support=Physics (物理) 模组支持 +option.PhysicsMod_support.comment=在 AMD 显卡上这个选项会破坏整个光影的功能. 如果没发现奇怪的东西那就没问题. \ No newline at end of file