option.SHADER_VERSION_LABEL = Bliss In-Dev Version prefix.SHADER_VERSION_LABEL = COMMIT # # if you're here to translate, this is a joke, these don't do what they say profile.QUALITY=Quality profile.PERFORMANCE=Performance screen.Misc_Settings = §cDebugging§r/Experimental Settings screen.Sun_and_Moon_Colors = Sun/Moon Colors option.sunPathRotation = Sun Angle option.sun_illuminance = Sun Illuminance option.moon_illuminance = Moon Illuminance option.MOONPHASE_BASED_MOONLIGHT = Moonphase brightness levels screen.Mod_support = Settings For Supported Mods option.RESOURCEPACK_SKY = Resource Pack Sky value.RESOURCEPACK_SKY.0 = Do not use value.RESOURCEPACK_SKY.1 = Sky + Shader sun/moon value.RESOURCEPACK_SKY.2 = Full sky value.RESOURCEPACK_SKY.3 = Shader Sky + RP sun/moon screen.Waving_Stuff = Waving Stuff option.WAVY_PLANTS = Waving Plants option.WAVY_STRENGTH = Waving Strength option.WAVY_SPEED = Waving Speed screen.Direct_Light = Direct Light screen.Shadows = Shadows option.TRANSLUCENT_COLORED_SHADOWS = Colored Shadows option.SCREENSPACE_CONTACT_SHADOWS = Screen-space Shadows option.RENDER_ENTITY_SHADOWS = Shadows for Entities option.RENDER_PLAYER_SHADOWS = Shadows for the Player option.shadowMapResolution = Shadow Resolution option.shadowDistance = Shadow Distance value.shadowDistance.32.0 = 2 Chunks value.shadowDistance.48.0 = 3 Chunks value.shadowDistance.64.0 = 4 Chunks value.shadowDistance.80.0 = 5 Chunks value.shadowDistance.96.0 = 6 Chunks value.shadowDistance.112.0 = 7 Chunks value.shadowDistance.128.0 = 8 Chunks value.shadowDistance.144.0 = 9 Chunks value.shadowDistance.160.0 = 10 Chunks value.shadowDistance.176.0 = 11 Chunks value.shadowDistance.192.0 = 12 Chunks value.shadowDistance.208.0 = 13 Chunks value.shadowDistance.224.0 = 14 Chunks value.shadowDistance.240.0 = 15 Chunks value.shadowDistance.256.0 = 16 Chunks value.shadowDistance.272.0 = 17 Chunks value.shadowDistance.288.0 = 18 Chunks value.shadowDistance.304.0 = 19 Chunks value.shadowDistance.320.0 = 20 Chunks value.shadowDistance.336.0 = 21 Chunks value.shadowDistance.352.0 = 22 Chunks value.shadowDistance.368.0 = 23 Chunks value.shadowDistance.384.0 = 24 Chunks value.shadowDistance.512.0 = 32 Chunks value.shadowDistance.768.0 = 48 Chunks value.shadowDistance.1024.0 = 64 Chunks value.shadowDistance.1536.0 = 96 Chunks value.shadowDistance.2048.0 = 128 Chunks value.shadowDistance.4096.0 = 256 Chunks value.shadowDistance.8192.0 = 512 Chunks option.OPTIMIZED_SHADOW_DISTANCE = Max Shadow Bounds value.OPTIMIZED_SHADOW_DISTANCE.-1.0 = Un-Optimized value.OPTIMIZED_SHADOW_DISTANCE.1.0 = Optimized option.entityShadowDistanceMul = Entity Shadow Distance value.entityShadowDistanceMul.0.01 = 1% of Shadow Distance value.entityShadowDistanceMul.0.02 = 2% of Shadow Distance value.entityShadowDistanceMul.0.03 = 3% of Shadow Distance value.entityShadowDistanceMul.0.04 = 4% of Shadow Distance value.entityShadowDistanceMul.0.05 = 5% of Shadow Distance value.entityShadowDistanceMul.0.10 = 10% of Shadow Distance value.entityShadowDistanceMul.0.15 = 15% of Shadow Distance value.entityShadowDistanceMul.0.20 = 20% of Shadow Distance value.entityShadowDistanceMul.0.25 = 25% of Shadow Distance value.entityShadowDistanceMul.0.30 = 30% of Shadow Distance value.entityShadowDistanceMul.0.35 = 35% of Shadow Distance value.entityShadowDistanceMul.0.40 = 40% of Shadow Distance value.entityShadowDistanceMul.0.45 = 45% of Shadow Distance value.entityShadowDistanceMul.0.50 = 50% of Shadow Distance value.entityShadowDistanceMul.0.75 = 75% of Shadow Distance value.entityShadowDistanceMul.1.00 = 100% of Shadow Distance screen.Filtering = Shadow Filtering Settings option.SHADOW_FILTER_SAMPLE_COUNT = Basic Shadow Filter Samples option.Min_Shadow_Filter_Radius = Minimum Shadow filter Radius option.Variable_Penumbra_Shadows = Variable Penumbra Shadows option.VPS_Search_Samples = VPS Filter Samples option.Max_Shadow_Filter_Radius = Maximum Shadow Filter Radius option.Max_Filter_Depth = Sun Size Factor screen.LPV = FloodFill - §cIRIS REQUIRED§r option.LPV_ENABLED = Enabled option.LPV_SIZE = Size value.LPV_SIZE.6 = Small [64] value.LPV_SIZE.7 = Medium [128] value.LPV_SIZE.8 = Large [256] option.LPV_SATURATION = Light Saturation suffix.LPV_SATURATION=% option.LPV_TINT_SATURATION = Tint Saturation suffix.LPV_TINT_SATURATION=% option.LPV_NORMAL_STRENGTH = Normal Strength suffix.LPV_NORMAL_STRENGTH = % value.LPV_NORMAL_STRENGTH.0 = OFF option.LPV_ENTITY_LIGHTS = Entity Lights option.LPV_REDSTONE_LIGHTS = Redstone Lights option.LPV_COLORED_CANDLES = Colored Candles option.LPV_NOSHADOW_HACK = Iris <= 1.7.0 Fix option.LPV_VL_FOG_ILLUMINATION = Fog Light Propagation option.LPV_VL_FOG_ILLUMINATION_BRIGHTNESS = Fog Light Propagation Brightness suffix.LPV_VL_FOG_ILLUMINATION_BRIGHTNESS=% screen.Subsurface_Scattering = Sub-Surface Scattering option.LabSSS_Curve = LabSSS Curve option.MISC_BLOCK_SSS = SSS for random blocks option.MOB_SSS = SSS for mobs option.Ambient_SSS = SSS from the sky option.ambientsss_brightness = Sky SSS Brightness option.SSS_TYPE = Mode value.SSS_TYPE.0 = None value.SSS_TYPE.1 = Hardcoded only value.SSS_TYPE.2 = Hardcoded + LabSSS value.SSS_TYPE.3 = LabSSS only screen.Ambient_light = Ambient Light option.AO_Strength = AO Multiplier option.GI_Strength = GI Multiplier option.HQ_SSGI = Long Range SSGI option.Hand_Held_lights = Hand Held Light option.SKY_CONTRIBUTION_IN_SSRT = High Quality Ambient Light option.ambientOcclusionLevel = Vanilla AO Amount option.ambient_brightness = Ambient Light Brightness option.MIN_LIGHT_AMOUNT = Minimum Light Brightness option.indirect_effect = Indirect Lighting value.indirect_effect.0 = Vanilla AO value.indirect_effect.1 = SSAO value.indirect_effect.2 = GTAO value.indirect_effect.3 = RTAO value.indirect_effect.4 = SSGI screen.Ambient_Colors = Ambient Light Color option.AmbientLight_R = Red Amount option.AmbientLight_G = Green Amount option.AmbientLight_B = Blue Amount option.ambient_colortype = Coloring Type value.ambient_colortype.0 = Temperature value.ambient_colortype.1 = RGB screen.Torch_Colors = Torch Color option.TORCH_AMOUNT = Torch Light Multiplier option.TORCH_R = Red Amount option.TORCH_G = Green Amount option.TORCH_B = Blue Amount screen.Fog = Fog Settings option.VL_RENDER_RESOLUTION = Fog Resolution Scaling option.VL_SAMPLES = Fog Samples option.BLOOMY_FOG = Bloomy Fog Multiplier option.Haze_amount = Atmospheric Haze Density option.RainFog_amount = Rain Fog Multiplier option.RAYMARCH_CLOUDS_WITH_FOG = Render Clouds As Fog §c(READ DESCRIPTION)§r option.BorderFog = Chunk Border Fog screen.TOD_fog = Time Of Day Fog option.TOD_Fog_mult = Fog Density Multiplier option.Morning_Uniform_Fog = Morning Fog Density option.Noon_Uniform_Fog = Noon Fog Density option.Evening_Uniform_Fog = Evening Fog Density option.Night_Uniform_Fog = Night Fog Density option.Morning_Cloudy_Fog = Cloudy Morning Fog Density option.Noon_Cloudy_Fog = Cloudy Noon Fog Density option.Evening_Cloudy_Fog = Cloudy Evening Fog Density option.Night_Cloudy_Fog = Cloudy Night Fog Density option.PER_BIOME_ENVIRONMENT = Per Biome Environments screen.Cave_Fog = Cave Fog option.Cave_Fog = Cave Fog option.CaveFogFallOff = Fog Falloff option.CaveFogColor_R = Fog R option.CaveFogColor_G = Fog G option.CaveFogColor_B = Fog B screen.END_AND_NETHER_FOG = Nether/End Fog option.END_STORM_DENSTIY = End Storm Density option.NETHER_PLUME_DENSITY = Nether Smoke Density screen.Clouds = Cloud Settings option.VOLUMETRIC_CLOUDS = Volumetric Clouds option.CLOUDS_QUALITY = Cloud Resolution Scaling option.CLOUDS_SHADOWS = Cloud Shadows option.Cloud_Speed = Cloud Speed Multiplier option.Rain_coverage = Coverage When Raining option.Daily_Weather = Daily Weather option.CloudLayer0 = Small Cumulus Clouds option.CloudLayer0_coverage = Coverage option.CloudLayer0_density = Density option.CloudLayer0_height = Height option.CloudLayer1 = Large Cumulus Clouds option.CloudLayer1_coverage = Coverage option.CloudLayer1_density = Density option.CloudLayer1_height = Height option.CloudLayer2 = Altostratus Clouds option.CloudLayer2_coverage = Coverage option.CloudLayer2_density = Density option.CloudLayer2_height = Height screen.DAILY_WEATHER = Daily Weather Settings option.CHOOSE_RANDOM_WEATHER_PROFILE = Random Weather Profile screen.DAY0_WEATHER = Day 0 Weather Profile option.DAY0_l0_coverage = Small Cumulus coverage option.DAY0_l0_density = Small Cumulus Density option.DAY0_l1_coverage = Large Cumulus Coverage option.DAY0_l1_density = Large Cumulus Density option.DAY0_l2_coverage = Altostratus Clouds Coverage option.DAY0_l2_density = Altostratus Clouds Density option.DAY0_ufog_density = Uniform Fog Density option.DAY0_cfog_density = Cloudy Fog Density screen.DAY1_WEATHER = Day 1 Weather Profile option.DAY1_l0_coverage = Small Cumulus coverage option.DAY1_l0_density = Small Cumulus Density option.DAY1_l1_coverage = Large Cumulus Coverage option.DAY1_l1_density = Large Cumulus Density option.DAY1_l2_coverage = Altostratus Clouds Coverage option.DAY1_l2_density = Altostratus Clouds Density option.DAY1_ufog_density = Uniform Fog Density option.DAY1_cfog_density = Cloudy Fog Density screen.DAY2_WEATHER = Day 2 Weather Profile option.DAY2_l0_coverage = Small Cumulus coverage option.DAY2_l0_density = Small Cumulus Density option.DAY2_l1_coverage = Large Cumulus Coverage option.DAY2_l1_density = Large Cumulus Density option.DAY2_l2_coverage = Altostratus Clouds Coverage option.DAY2_l2_density = Altostratus Clouds Density option.DAY2_ufog_density = Uniform Fog Density option.DAY2_cfog_density = Cloudy Fog Density screen.DAY3_WEATHER = Day 3 Weather Profile option.DAY3_l0_coverage = Small Cumulus coverage option.DAY3_l0_density = Small Cumulus Density option.DAY3_l1_coverage = Large Cumulus Coverage option.DAY3_l1_density = Large Cumulus Density option.DAY3_l2_coverage = Altostratus Clouds Coverage option.DAY3_l2_density = Altostratus Clouds Density option.DAY3_ufog_density = Uniform Fog Density option.DAY3_cfog_density = Cloudy Fog Density screen.DAY4_WEATHER = Day 4 Weather Profile option.DAY4_l0_coverage = Small Cumulus coverage option.DAY4_l0_density = Small Cumulus Density option.DAY4_l1_coverage = Large Cumulus Coverage option.DAY4_l1_density = Large Cumulus Density option.DAY4_l2_coverage = Altostratus Clouds Coverage option.DAY4_l2_density = Altostratus Clouds Density option.DAY4_ufog_density = Uniform Fog Density option.DAY4_cfog_density = Cloudy Fog Density screen.DAY5_WEATHER = Day 5 Weather Profile option.DAY5_l0_coverage = Small Cumulus coverage option.DAY5_l0_density = Small Cumulus Density option.DAY5_l1_coverage = Large Cumulus Coverage option.DAY5_l1_density = Large Cumulus Density option.DAY5_l2_coverage = Altostratus Clouds Coverage option.DAY5_l2_density = Altostratus Clouds Density option.DAY5_ufog_density = Uniform Fog Density option.DAY5_cfog_density = Cloudy Fog Density screen.DAY6_WEATHER = Day 6 Weather Profile option.DAY6_l0_coverage = Small Cumulus coverage option.DAY6_l0_density = Small Cumulus Density option.DAY6_l1_coverage = Large Cumulus Coverage option.DAY6_l1_density = Large Cumulus Density option.DAY6_l2_coverage = Altostratus Clouds Coverage option.DAY6_l2_density = Altostratus Clouds Density option.DAY6_ufog_density = Uniform Fog Density option.DAY6_cfog_density = Cloudy Fog Density screen.DAY7_WEATHER = Day 7 Weather Profile option.DAY7_l0_coverage = Small Cumulus coverage option.DAY7_l0_density = Small Cumulus Density option.DAY7_l1_coverage = Large Cumulus Coverage option.DAY7_l1_density = Large Cumulus Density option.DAY7_l2_coverage = Altostratus Clouds Coverage option.DAY7_l2_density = Altostratus Clouds Density option.DAY7_ufog_density = Uniform Fog Density option.DAY7_cfog_density = Cloudy Fog Density screen.DAY8_WEATHER = Day 8 Weather Profile option.DAY8_l0_coverage = Small Cumulus coverage option.DAY8_l0_density = Small Cumulus Density option.DAY8_l1_coverage = Large Cumulus Coverage option.DAY8_l1_density = Large Cumulus Density option.DAY8_l2_coverage = Altostratus Clouds Coverage option.DAY8_l2_density = Altostratus Clouds Density option.DAY8_ufog_density = Uniform Fog Density option.DAY8_cfog_density = Cloudy Fog Density screen.DAY9_WEATHER = Day 9 Weather Profile option.DAY9_l0_coverage = Small Cumulus coverage option.DAY9_l0_density = Small Cumulus Density option.DAY9_l1_coverage = Large Cumulus Coverage option.DAY9_l1_density = Large Cumulus Density option.DAY9_l2_coverage = Altostratus Clouds Coverage option.DAY9_l2_density = Altostratus Clouds Density option.DAY9_ufog_density = Uniform Fog Density option.DAY9_cfog_density = Cloudy Fog Density screen.Climate = Climate Settings option.Seasons = Seasonal Colors option.Season_Length = Season Length (In Days) option.Start_Season = Starting Season value.Start_Season.0 = Summer (Default) value.Start_Season.1 = Fall value.Start_Season.2 = Winter value.Start_Season.3 = Spring option.Snowy_Winter = Snow During Winter screen.Summer_colors = Summer Colors option.Summer_R = Red Amount option.Summer_G = Green Amount option.Summer_B = Blue Amount option.Summer_Leaf_R = Red Amount (for leaves) option.Summer_Leaf_G = Green Amount (for leaves) option.Summer_Leaf_B = Blue Amount (for leaves) screen.Fall_colors = Fall Colors option.Fall_R = Red Amount option.Fall_G = Green Amount option.Fall_B = Blue Amount option.Fall_Leaf_R = Red Amount (for leaves) option.Fall_Leaf_G = Green Amount (for leaves) option.Fall_Leaf_B = Blue Amount (for leaves) screen.Winter_colors = Winter Colors option.Winter_R = Red Amount option.Winter_G = Green Amount option.Winter_B = Blue Amount option.Winter_Leaf_R = Red Amount (for leaves) option.Winter_Leaf_G = Green Amount (for leaves) option.Winter_Leaf_B = Blue Amount (for leaves) screen.Spring_colors = Spring Colors option.Spring_R = Red Amount option.Spring_G = Green Amount option.Spring_B = Blue Amount option.Spring_Leaf_R = Red Amount (for leaves) option.Spring_Leaf_G = Green Amount (for leaves) option.Spring_Leaf_B = Blue Amount (for leaves) screen.SWAMP = Swamp option.SWAMP_ENV = Swamp Environment option.SWAMP_UNIFORM_DENSITY = Uniform Fog Density option.SWAMP_CLOUDY_DENSITY = Cloudy Fog Density option.SWAMP_R = Red Amount option.SWAMP_G = Green Amount option.SWAMP_B = Blue Amount screen.JUNGLE = Jungle option.JUNGLE_ENV = Jungle Environment option.JUNGLE_UNIFORM_DENSITY = Uniform Fog Density option.JUNGLE_CLOUDY_DENSITY = Cloudy Fog Density option.JUNGLE_R = Red Amount option.JUNGLE_G = Green Amount option.JUNGLE_B = Blue Amount screen.DARKFOREST = Dark Forest option.DARKFOREST_ENV = Dark Forest Environment option.DARKFOREST_UNIFORM_DENSITY = Uniform Fog Density option.DARKFOREST_CLOUDY_DENSITY = Cloudy Fog Density option.DARKFOREST_R = Red Amount option.DARKFOREST_G = Green Amount option.DARKFOREST_B = Blue Amount screen.World = World screen.Water = Water Settings option.WATER_REFLECTIONS = Specular Reflections for Water option.SCREENSPACE_REFLECTIONS = Screen-Space Reflections option.SSR_STEPS = SSR Quality option.WATER_SUN_SPECULAR = Sun/Moon Reflections option.WATER_BACKGROUND_SPECULAR = Sky/Fog Reflections option.Refraction = Refraction In Water/Glass option.Dirt_Amount = Dirt Amount option.Water_Top_Layer = Ocean Y coordinate option.WATER_WAVE_STRENGTH = Wave Strength option.SNELLS_WINDOW = Snell's Window screen.Water_fog_color = Water Fog Settings option.Dirt_Scatter_R = Scatter Red (dirt) option.Dirt_Scatter_G = Scatter Green (dirt) option.Dirt_Scatter_B = Scatter Blue (dirt) option.Dirt_Absorb_R = Absorb Red (dirt) option.Dirt_Absorb_G = Absorb Green (dirt) option.Dirt_Absorb_B = Absorb Blue (dirt) option.Water_Absorb_R = Absorb Red (water) option.Water_Absorb_G = Absorb Green (water) option.Water_Absorb_B = Absorb Blue (water) screen.Post_Processing = Post Processing screen.Tonemapping = Tone-Map/Color Settings screen.Exposure = Exposure Settings screen.DepthOfField = Depth Of Field Settings screen.Purkinje_effect = Purkinje Effect Settings option.SHARPENING = Sharpening amount option.BLOOM_STRENGTH = Bloom Multiplier screen.TAA_OPTIONS = Anti-Aliasing Settings option.SCREENSHOT_MODE = Screenshot Mode option.TAA = TAA option.BLEND_FACTOR = Blend Factor option.TAA_UPSCALING = Temporal Upscaling option.SCALE_FACTOR = Scale Factor screen.COLOR_GRADING = Color Grading option.LUMINANCE_CURVE = Tone Curve option.LOWER_CURVE = Lower Curve option.UPPER_CURVE = Upper Curve option.COLOR_GRADING_ENABLED=Color Grading option.SHADOWS_GRADE_R = Shadows §cRed option.SHADOWS_GRADE_G = Shadows §aGreen option.SHADOWS_GRADE_B = Shadows §9Blue option.SHADOWS_GRADE_MUL = Shadows Brightness option.MIDS_GRADE_R = Midtones §cRed option.MIDS_GRADE_G = Midtones §aGreen option.MIDS_GRADE_B = Midtones §9Blue option.MIDS_GRADE_MUL = Midtones Brightness option.HIGHLIGHTS_GRADE_R = Highlights §cRed option.HIGHLIGHTS_GRADE_G = Highlights §aGreen option.HIGHLIGHTS_GRADE_B = Highlights §9Blue option.HIGHLIGHTS_GRADE_MUL = Highlights Brightness screen.Resource_Pack_Support = Resource Pack Support screen.Reflections = Specular Reflections option.Specular_Reflections = Specular Reflections option.Screen_Space_Reflections = Screen-Space Reflections option.Rough_reflections = Detailed Roughness option.Sky_reflection = Sky/Fog in Reflections option.Dynamic_SSR_quality = Dynamic SSR Quality option.Roughness_Threshold = Reflection Threshold option.Sun_specular_Strength = Sun Reflection Multiplier option.reflection_quality = SSR Quality screen.Emissives = Emissives option.Emissive_Brightness = Emission Multiplier option.Emissive_Curve = Emission Curve option.EMISSIVE_TYPE = Mode value.EMISSIVE_TYPE.0 = No emission value.EMISSIVE_TYPE.1 = Hardcoded only value.EMISSIVE_TYPE.2 = Hardcoded + Lab Emission value.EMISSIVE_TYPE.3 = Lab Emission only screen.POM = Parallax Occlusion Mapping / POM option.POM = Parallax Occlusion Mapping option.MAX_ITERATIONS = Quality option.POM_DEPTH = Depth option.MAX_DIST = Maximum Distance option.Adaptive_Step_length = Dynamic Quality option.Horrible_slope_normals = Horrible Slope Normals screen.Porosity = Porosity / Puddles option.Porosity = Porosity option.Puddles = Puddles option.Puddle_Size = Puddle Size Multiplier option.MATERIAL_AO = Material Ambient Occlusion option.DOF_QUALITY=Depth Of Field value.DOF_QUALITY.-1=Off value.DOF_QUALITY.0=Hexagonal value.DOF_QUALITY.1=Low value.DOF_QUALITY.2=Medium value.DOF_QUALITY.3=High value.DOF_QUALITY.4=Ultra value.DOF_QUALITY.5=Jitter option.MANUAL_FOCUS=Focus option.DOF_ANAMORPHIC_RATIO=Anamorphic Ratio value.MANUAL_FOCUS.-2=Autofocus value.MANUAL_FOCUS.-1=Brightness Slider screen.JITTER_DOF=Jitter DOF Settings option.JITTER_STRENGTH=Jitter Strength option.FOCUS_LASER_COLOR=Focus value.FOCUS_LASER_COLOR.0=Red value.FOCUS_LASER_COLOR.1=Green value.FOCUS_LASER_COLOR.2=Blue value.FOCUS_LASER_COLOR.3=Pink value.FOCUS_LASER_COLOR.4=Yellow value.FOCUS_LASER_COLOR.5=White option.AEROCHROME_MODE=Aerochrome Mode option.AEROCHROME_PINKNESS=Aerochrome Red:Pink Ratio option.AEROCHROME_WOOL_ENABLED=Aerochrome Wool option.AEROCHROME_MODE.comment = Infrared Film. Google "Aerochrome" to get an idea of what it does. option.AEROCHROME_PINKNESS.comment = Higher = Pink. Lower = Red option.AEROCHROME_WOOL_ENABLED.comment = Technically wool things should be affected but it ruins a lot of builds. Enable to be more technically correct. screen.Misc_Settings.comment = Random settings for DEBUGGING or other fun stuff. screen.Sun_and_Moon_Colors.comment = Configure the color of the sun or moon. option.sunPathRotation.comment = Configure the angle of the sun or moon option.sun_illuminance.comment = Configure the brightness of the sun option.moon_illuminance.comment = Configure the brightness of the moon screen.Direct_Light.comment = Configure settings related to the sun and shadows. screen.Shadows.comment = Configure the shadows from the sun to your liking. option.SCREENSPACE_CONTACT_SHADOWS.comment = §bWhat is this?§r These are shadows for things that are far away, and on small details nearby. §aPERFORMANCE COST:§r low to medium; it is more expensive at higher resolutions. option.RENDER_ENTITY_SHADOWS.comment = §bWhat is this?§r Shadows on all types of entities, like mobs, chests, banners, or signs. §aPERFORMANCE COST:§r low to high; it is very expensive when there are many entities nearby. option.shadowMapResolution.comment = The quality of shadows from the sun casted by things in the world. §aPERFORMANCE COST:§r medium to very high; Shadows must render the 3D world a second time from the perspective of the sun, this is why it cuts performance in half. option.shadowDistance.comment = The maximum distance the shadowmap can render. The distance is not measured linearly in chunks when set to un-optimized. §aPERFORMANCE COST:§r medium to very high; If the chunk render distance is high, the shadows will become more expensive. option.OPTIMIZED_SHADOW_DISTANCE.comment = Render the shadows only in a sphere around you, limited to a max distance in chunks. Un-optimized does not render the shadows in a sphere and is not locked to chunks; it can cover alot more area with the same distance settings. The distance is not measured in chunks when set to un-optimized. §aPERFORMANCE COST:§r low to medium. Optimized is faster, and unoptimized is slower. screen.Filtering.comment = Configure the filtering effects applied to the shadows. option.SHADOW_FILTER_SAMPLE_COUNT.comment = The quality of the basic shadow filter. This filter just softens the shadows. §aPERFORMANCE COST:§r low to medium; Increasing this should reduce some noise at the edge of shadows. option.Min_Shadow_Filter_Radius.comment = The maximum softness of the basic shadow filter. option.Variable_Penumbra_Shadows.comment = This effect softens the shadows more and more the farther the shadow gets from what casted it. This effect is used to create higher quality shadows and Sub-surface scattering. §aPERFORMANCE COST:§r low to high; option.VPS_Search_Samples.comment = The quality of the variable penumbra shadow filter. §aPERFORMANCE COST:§r low to high; Increasing this should reduce some noise in the sub-surface scattering and very soft shadows. option.Max_Shadow_Filter_Radius.comment = The maximum softness the shadows can get when far away from what casted it. option.Max_Filter_Depth.comment = Configure the size of the sun. If the sun is larger, shadows get softer closer to what casts them. screen.Ambient_light.comment = Configure settings related to the lighting in shaded places option.AO_Strength.comment = Configure the strength of the ambient occlusion created by SSAO, GTAO, RTAO, and SSGI. §bWhat is this?§r ambient occlusion is the small soft shadows in corners and such. option.GI_Strength.comment = Configure the strength of the global illumination created by SSGI. §bWhat is this?§r global illumination in this scenario specifically is the light bouncing off a surface and onto some other area. option.HQ_SSGI.comment = Toggle long range screen-space global illumination. §aPERFORMANCE COST:§r very high option.Hand_Held_lights.comment = Toggle shader-side hand held lightsources. §aPERFORMANCE COST:§r very low option.SKY_CONTRIBUTION_IN_SSRT.comment = Allow the RTAO or SSGI to take the entire sky and fog into account to create high quality lighting for shaded areas. This may introduce more noise. §aPERFORMANCE COST:§r medium option.ambientOcclusionLevel.comment = Configure the strength of the ambient occlusion from vanilla minecraft. §bWhat is this?§r This ambient occlusion is in minecraft even without shaders enabled. option.ambient_brightness.comment = Configure the brightnes of lighting in shaded places option.MIN_LIGHT_AMOUNT.comment = Configure the minimum amount of light that can be in shaded places. option.indirect_effect.comment = Toggle different types of effects to make lighting in shaded places higher quality. §aPERFORMANCE COSTS:§r. Vanilla AO: very low. SSAO: low to medium. GTAO: medium to high. RTAO or SSGI: high to very high screen.Ambient_Colors.comment = Configure the color of light in shaded areas. screen.Torch_Colors.comment = Configure the color of light from torches or other placed lightsources. option.LPV_SIZE.comment = Configures the size (in blocks) of the volume for colored lighting. option.LPV_SATURATION.comment = Configures the intensity of colored lighting. option.LPV_TINT_SATURATION.comment = Configures the intensity of tinting by translucent blocks on colored lighting. option.LPV_NORMAL_STRENGTH.comment = Configure the amount surface normals will affect lighting direction. option.LPV_ENTITY_LIGHTS.comment = Allows entities to contribute to colored lighting. option.LPV_REDSTONE_LIGHTS.comment = Allows redstone blocks to contribute to colored lighting. option.LPV_COLORED_CANDLES.comment = Allows colored candles to emit matching colored lighting. option.LPV_NOSHADOW_HACK.comment = Fix for Iris 1.7.0 and lower! Allows floodfill to work in Nether & End, but disables entity & dropped item lights. option.LPV_VL_FOG_ILLUMINATION.comment = Allow the colored lighting to light up the air around it. option.LPV_VL_FOG_ILLUMINATION_BRIGHTNESS.comment = Configure the brightness of lit up fog. screen.Resource_Pack_Support.comment = A handfull of effects that use information provided by a resourcepack. screen.Reflections.comment = Configure the reflections that use information provided by a LabPBR resourcepack. option.Specular_Reflections.comment = Toggle all reflections for Labpbr packs. This enables the sun reflection, and allows other settings to be enabled below. §aPERFORMANCE COST:§r low option.Screen_Space_Reflections.comment = Toggle screen-space reflections. §aPERFORMANCE COST:§r medium option.Rough_reflections.comment = Toggle more detailed roughness for higher quality reflection. This will cause a good amount of visible noise. §aPERFORMANCE COST:§r medium to high option.Sky_reflection.comment = Toggle reflections of the sky and fog. §aPERFORMANCE COST:§r low to medium. option.Dynamic_SSR_quality.comment = This lowers the quality of screen-space reflections based on how visible they are. it can improve performance but lower the quality. option.Roughness_Threshold.comment = If the roughness reaches this threshold, all reflections except the sun do not render. it can improve performance. option.Sun_specular_Strength.comment = Configure how bright the sun's reflection is. option.reflection_quality.comment = Configure the quality of the screen-space reflections. screen.Subsurface_Scattering.comment = §bWhat is this?§r Sub-surface scattering is what happens when you put a bright light on your hand, and it starts to glow. The sun actually does the same thing to plants, cloth, skin, and other things. option.SSS_TYPE.comment = Configure how the sub-surface scattering is applied to the world. §bHardcoded:§r The shader decides what gets it. §bLabSSS:§r The resourcepack decides what gets it. §aPERFORMANCE COST:§r very low option.MOB_SSS.comment = Toggle sub-surface scattering for mobs. players are included. §aPERFORMANCE COST:§r very low option.MISC_BLOCK_SSS.comment = Toggle sub-surface scattering for random blocks it may not fit. this is for grass and sand mostly. §aPERFORMANCE COST:§r very low option.Ambient_SSS.comment = §bWhat is this?§r sub-surface scattering from light coming from the sky, instead of the sun. §aPERFORMANCE COST:§r very low to medium; if SSAO is enabled this costs very little, but costs more if SSAO is OFF option.ambientsss_brightness.comment = Configure the brightness of sub-surface scattering from the sky's light screen.Emissives.comment = §bWhat is this?§r Emissiveness is just how much light something is letting off, or how much something is glowing. option.Emissive_Brightness.comment = Configure how bright the texture emission should be. option.EMISSIVE_TYPE.comment = Configure how texture emission is applied to the world. §bHardcoded:§r The shader decides what gets it. §bLabSSS:§r The resourcepack decides what gets it. §aPERFORMANCE COST:§r very low option.Emissive_Curve.comment = This determines how quickly the emissive texture reaches its brightest point. 1.0 is linear. screen.POM.comment = Configure settings related to parallax occlusion mapping that uses information provided by a resourcepack. option.POM.comment = §bWhat is this?§r This effect attempts to create 3D geometry where there previously was none, by using a special image from a resourcepack. This effect basically only pushes inwards, so some artifacts can exist when looking at steep angles. §aPERFORMANCE COST:§r medium to high option.MAX_ITERATIONS.comment = Configure the quality of the parallax occlusion mapping effect. if you see individual layers when looking up close, inscreasing this makes more layers, so they will become harder to see. §aPERFORMANCE COST:§r high option.POM_DEPTH.comment = How deep the parallax occlusion mapping effect can go into a surface. §aPERFORMANCE COST:§r very low option.MAX_DIST.comment = The maximum distance from the camera that the parallax occlusion mapping effect can render. §aPERFORMANCE COST:§r high option.Adaptive_Step_length.comment = This will increase visual quality without needing to increase the actual quality. This causes some artifacts if you look really close, or have a very busy heightmap with sharp varying heights. option.Horrible_slope_normals.comment = This is a poorly done implementation to give a surface to the sides of the parallax occlusion mapping. i do not recommend this. §aPERFORMANCE COST:§r low screen.Porosity.comment = Configure settings related to wetness and puddles option.Porosity.comment = §bWhat is this?§r Porosity is a description of how porous some material is, or essentially how much water can be held inside it. for examle, sponges are very porous; water is contained within and darkens it as a results. §aPERFORMANCE COST:§r low option.Puddles.comment = Toggle puddles for when it rains. §aPERFORMANCE COST:§r low option.Puddle_Size.comment = Configure the size of the puddles. screen.Fog.comment = Configure settings related to the raymarched volumetric fog, or distance based fog. option.VL_RENDER_RESOLUTION.comment = Configure the resolution of the volumetric fog. §aPERFORMANCE COST:§r high option.VL_SAMPLES.comment = Configure the quality of the volumetric fog. §aPERFORMANCE COST:§r high option.BLOOMY_FOG.comment = Configure the strength of bloom that is applied to fog. §bWhat is this?§r This effect makes the fog look soft, it helps hide a little noise too. can cause some visible flickering on detailed edges. §aPERFORMANCE COST:§r very low option.Haze_amount.comment = Configure how dense the atmosphere around you is. §bWhat is this?§r This is the blue haze you see in the distance. option.RainFog_amount.comment = Configure how dense the fog gets when it rains. option.RAYMARCH_CLOUDS_WITH_FOG.comment = §cWARNING§r: This setting is experimental and not very well made! you will need to increase fog samples to make it match the normal clouds. Toggle detailed fog when you go within or around a cloud. §aPERFORMANCE COST:§r high. option.BorderFog.comment = §bWhat is this?§r Toggle a fog that attempts to hide the chunks loading in. But because the sky is all over the place, it is difficult to do well. §aPERFORMANCE COST:§r very very low screen.TOD_fog.comment = Configure the density of fog that appears at specific times of the day. option.TOD_Fog_mult.comment = Configure how much total fog there is that appears at specific times during the day. this does not effect the atmospheric haze. screen.Cave_Fog.comment = Configure settings for fog that appears when you are in very dark places such as caves. option.Cave_Fog.comment = Toggle the fog that appears in dark places. It is impossible to accurately tell when you are in a cave with a shader, so this fog might appear in places that are not a cave. §aPERFORMANCE COST:§r low option.CaveFogFallOff.comment = Configure how quickly the fog gradient reaches its brightest part. screen.Clouds.comment = Configure settings related to the raymarched volumetric clouds. option.VOLUMETRIC_CLOUDS.comment = Toggle the clouds. §aPERFORMANCE COST:§r medium to high option.CLOUDS_QUALITY.comment = Configure the resolution of the volumetric clouds. §aPERFORMANCE COST:§r high option.CLOUDS_SHADOWS.comment = Toggle shadows that are casted from the clouds onto the ground, and fog below them. §aPERFORMANCE COST:§r low to medium option.Daily_Weather.comment = Toggle the weather that changes every day. §bWhat is this?§r There are 10 weather profiles that the shader cycles through every day. You cannot change any cloud coverage settings when this is enabled. §aPERFORMANCE COST:§r low option.CHOOSE_RANDOM_WEATHER_PROFILE.comment = §bWhat is this?§r Configure the shader to randomly choose the weather from one of the days below. When this is turned off, the shader will choose the day in order. option.Cloud_Speed.comment = Configure how fast the clouds move as the day goes by. option.Rain_coverage.comment = Configure how much of the sky the clouds cover during rain. screen.World.comment = Configure settings for various things that happen in the world, from waving plants to water related settings. screen.Water.comment = Configure settings related to the water. option.WATER_REFLECTIONS.comment = Toggle all reflections for translucent things. This allows other settings to be enabled below. §aPERFORMANCE COST:§r low-high option.SCREENSPACE_REFLECTIONS.comment = Toggle screen-space reflections on translucent things. §aPERFORMANCE COST:§r medium option.SSR_STEPS.comment = Configure the quality of the screen-space reflections on translucent things. §aPERFORMANCE COST:§r medium to high option.WATER_SUN_SPECULAR.comment = Toggle the sun and moon reflections on translucent things. §aPERFORMANCE COST:§r low option.WATER_BACKGROUND_SPECULAR.comment = Toggle the sky and fog reflections on translucent things. §aPERFORMANCE COST:§r low to medium option.Refraction.comment = Toggle refraction on translucent things. §bWhat is this?§r If you look at water, you can see the light refracting distorts what is in it. §aPERFORMANCE COST:§r low option.Dirt_Amount.comment = Configure how much dirt is in water. This controls how much fog is within water. option.Water_Top_Layer.comment = Configure the Y coordinate at which the ocean should be in the world. screen.Water_fog_color.comment = Configure colors of the water fog. screen.Climate.comment = Configure settings related to the climate, like seasonal colors, daily weather, and biome specific fog. screen.Seasons.comment = Seasonal colors that cycle through, summer, fall, winter, and spring. option.Seasons.comment = Seasonal colors that cycle through, summer, fall, winter, and spring. §aPERFORMANCE COST:§r low option.Season_Length.comment = Control how long a single season lasts, in minecraft days. option.Snowy_Winter.comment = Toggle snow during winter. §aPERFORMANCE COST:§r low screen.Summer_colors.comment = Configure the colors of vegetation during summer. screen.Fall_colors.comment = Configure the colors of vegetation during fall. screen.Winter_colors.comment = Configure the colors of vegetation during winter. screen.Spring_colors.comment = Configure the colors of vegetation during spring. option.PER_BIOME_ENVIRONMENT.comment = Toggle all special environments that only appear in some biomes. §aPERFORMANCE COST:§r low screen.SWAMP.comment = Configure the environment in this biome type. option.SWAMP_ENV.comment = Toggle the environment only for this biome type. The other biome environments remain active even if this one is disabled. screen.JUNGLE.comment = Configure the environment in this biome type. option.JUNGLE_ENV.comment = Toggle the environment only for this biome type. The other biome environments remain active even if this one is disabled. screen.DARKFOREST.comment = Configure the environment in this biome type. option.DARKFOREST_ENV.comment = Toggle the environment only for this biome type. The other biome environments remain active even if this one is disabled. screen.Waving_Stuff.comment = Configure settings related to waving things. option.WAVY_PLANTS.comment = Toggle waving plants. §aPERFORMANCE COST:§r very low option.WAVY_STRENGTH.comment = Configure the amount the plants wave. option.WAVY_SPEED.comment = Configure the speed the plants wave. screen.Post_Processing.comment = Configure settings for all post processing effects, from anti aliasing to tonemapping. screen.Tonemapping.comment = Configure settings related to color and tonemapping. screen.Exposure.comment = Configure settings related to the exposure. screen.DepthOfField.comment = Configure settings related to depth of field. screen.Purkinje_effect.comment = Configure settings related to the purkinje effect. option.SHARPENING.comment = Configure the amount of contrast adapitive sharpening that is applied to the image. This can really bring out lost details from anti-aliasing or upscaling. option.BLOOM_STRENGTH.comment = Configure the amount of bloom that is applied to the image. §bWhat is this?§r Bloom is the soft glow on everything, to describe that something is bright or not. screen.TAA_OPTIONS.comment = Configure settings related to anti-aliasing. option.SCREENSHOT_MODE.comment = Toggle frame accumulation to get a low noise and high quality image. §bWhat is this?§r It stacks frames that happend onto the next frame that is generated, so it is like a long exposure photo. option.TAA.comment = Toggle temporal anti-aliasing. This removes all jagged edges on things, softens the image, and helps remove noise for many effects. This will cause ghosting or trailing because it uses past frames for extra information on the world. §aPERFORMANCE COST:§r low option.BLEND_FACTOR.comment = Configure how much of frame history is used. high numbers means it relies less on frame history, so it may look flickery and noisy. low numbers rely more on frame history, so it may look less moisy, but more smudged with more trailing. option.TAA_UPSCALING.comment = Toggle temporal upscaling. This retains a good amount of quality from a lower resolution image when it upscales. so you can still have a high looking resolution compared to typical upsanpling and still have better performance. option.SCALE_FACTOR.comment = Configure from what fraction of your resolution to upscale from. Below 0.5 is not recommended at all i only have it as an option because it's funny :P screen.COLOR_GRADING.comment = Advanced color grading options option.LUMINANCE_CURVE.comment = Enable the tone curve. This is independent from color grading and is applied first. option.COLOR_GRADING_ENABLED.comment = Enable color grading. The RGB sliders will not affect the brightness. This is applied after the tone curve option.RESOURCEPACK_SKY.comment = Toggle resourcepack sky support. Configure settings to use the whole resourcepack sky, or keep the shader's sun and moon. §aPERFORMANCE COST:§r very low option.SKY_GROUND = Atmosphere ground option.MATERIAL_AO.comment = Toggle the use of ambient occlusion based on what the resourcepack provides. §aPERFORMANCE COST:§r very low option.WATER_WAVE_STRENGTH.comment = configure how strong the waves appear. option.MOONPHASE_BASED_MOONLIGHT.comment = §bWhat is this?§r every night, the moon has different lighting. This setting adjusts the moonlight brightness based on how much of the moon is glowing. §aPERFORMANCE COST:§r nearly nothing option.END_STORM_DENSTIY.comment = §bWhat is this?§r This is the dark cloudy fog in the end. Confingure the density of the end storm. option.NETHER_PLUME_DENSITY.comment = §bWhat is this?§r This is the thick, glowing smoke towers in the nether. Confingure the density of the nether smoke. option.CloudLayer0.comment = Toggle the layer of clouds that are small. §aPERFORMANCE COST:§r medium option.CloudLayer0_coverage.comment = Configure how much of the sky these clouds cover. option.CloudLayer0_density.comment = Configure how dense, or thick these clouds are. option.CloudLayer0_height.comment = Configure the height at which these clouds fly at. option.CloudLayer1.comment = Toggle the layer of clouds that are large. §aPERFORMANCE COST:§r medium option.CloudLayer1_coverage.comment = Configure how much of the sky these clouds cover. option.CloudLayer1_density.comment = Configure how dense, or thick these clouds are. option.CloudLayer1_height.comment = Configure the height at which these clouds fly at. §cTHESE CANNOT BE LOWER THAN THE SMALL CLOUDS§r option.CloudLayer2.comment = Toggle the layer of clouds that are very high and thin. §aPERFORMANCE COST:§r low option.CloudLayer2_coverage.comment = Configure how much of the sky these clouds cover. option.CloudLayer2_density.comment = Configure how dense, or thick these clouds are. option.CloudLayer2_height.comment = Configure the height at which these clouds fly at. §cTHESE CANNOT BE LOWER THAN THE LARGE CLOUDS§r option.SKY_GROUND.comment = §bWhat is this?§r This is the dark bottom half of the sky that WOULD be the ground, if minecraft had infinite render distance. §aPERFORMANCE COST:§r very very low. §cdisabling this is very slightly slower than having it on due to extra math.§r option.SNELLS_WINDOW.comment = §bWhat is this?§r this is the dark reflective circle you see when under-water. This is an approximation of a thing that happens in reality known as "total internal reflection". §aPERFORMANCE COST:§r very very very small. option.entityShadowDistanceMul.comment = §bWhat is this?§r Configure how far shadows should work for entities. This is good if you want to keep entity shadows and improved performance in high entity areas. screen.DISTANT_HORIZONS_SETTINGS = Distant Horizons - §cIRIS REQUIRED§r option.DH_OVERDRAW_PREVENTION = Overdraw prevention option.OVERDRAW_MAX_DISTANCE = Max distance for overdraw prevention value.OVERDRAW_MAX_DISTANCE.0 = Unlimited value.OVERDRAW_MAX_DISTANCE.32 = 2 Chunks value.OVERDRAW_MAX_DISTANCE.48 = 3 Chunks value.OVERDRAW_MAX_DISTANCE.64 = 4 Chunks value.OVERDRAW_MAX_DISTANCE.80 = 5 Chunks value.OVERDRAW_MAX_DISTANCE.96 = 6 Chunks value.OVERDRAW_MAX_DISTANCE.112 = 7 Chunks value.OVERDRAW_MAX_DISTANCE.128 = 8 Chunks value.OVERDRAW_MAX_DISTANCE.144 = 9 Chunks value.OVERDRAW_MAX_DISTANCE.160 = 10 Chunks value.OVERDRAW_MAX_DISTANCE.176 = 11 Chunks value.OVERDRAW_MAX_DISTANCE.192 = 12 Chunks value.OVERDRAW_MAX_DISTANCE.208 = 13 Chunks value.OVERDRAW_MAX_DISTANCE.224 = 14 Chunks value.OVERDRAW_MAX_DISTANCE.240 = 15 Chunks value.OVERDRAW_MAX_DISTANCE.256 = 16 Chunks option.DH_AMBIENT_OCCLUSION = ambient occlusion on LOD chunks option.DH_SUBSURFACE_SCATTERING = sub-surface scattering on LOD chunks option.DH_SCREENSPACE_REFLECTIONS = screen-space reflections on LOD chunks option.DISTANT_HORIZONS_SHADOWMAP = §c(DO NOT USE IF YOU DO NOT KNOW WHAT THIS IS)§r DH shadowmap support option.DISTANT_HORIZONS_SHADOWMAP.comment = §cTHIS SETTING WILL DESTROY PERFORMANCE THIS WILL MAKE SHADOWS LOOK BLOCKY, FLICKERY, AND LOW DETAIL§r. set shadow distance to 32 chunks (or more). set shadow resolution to 4096 (or more) option.TOGGLE_VL_FOG = Toggle Volumetric Fog option.TOGGLE_VL_FOG.comment = one big button to just turn all the fog off. option.TRANSLUCENT_COLORED_SHADOWS.comment = §bWhat is this?§r This effect allows translucent things like stained glass to color the sunlight as it passes through it. §aPERFORMANCE COST:§r medium