profile.VANILLA=Vanilla
profile.SHADOWS=Shadows Only
profile.LIGHTS_FAST=Lights [Fast]
profile.LIGHTS_FANCY=Lights [Fancy]
profile.LIGHTS_RTX=Lights [RTX]


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

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

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

option.WORLD_WETNESS_PUDDLES=Puddles
value.WORLD_WETNESS_PUDDLES.0=OFF
value.WORLD_WETNESS_PUDDLES.1=Pixel
value.WORLD_WETNESS_PUDDLES.2=Fancy

option.WORLD_WATER_WAVES=Water Waves
value.WORLD_WATER_WAVES.0=None
value.WORLD_WATER_WAVES.1=Simple
value.WORLD_WATER_WAVES.2=Fancy

option.WORLD_WAVING_ENABLED=Waving Plants
option.WORLD_WAVING_ENABLED.comment=When enabled, plants will wave using artificial wind.

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

option.WORLD_AO_ENABLED=Ambient Occlusion


screen.WORLD_BRIGHTNESS_OPTIONS=Brightness Options

option.OVERWORLD_BRIGHTNESS_DAY=Day Brightness

option.OVERWORLD_BRIGHTNESS_NIGHT=Night Brightness

option.NETHER_BRIGHTNESS=Nether Brightness

option.END_BRIGHTNESS=End Brightness


screen.MATERIAL_OPTIONS=Materials

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

option.MATERIAL_SSS=SSS
option.MATERIAL_SSS.comment=SubSurface Scattering
value.MATERIAL_SSS.0=OFF
value.MATERIAL_SSS.1=Integrated
value.MATERIAL_SSS.2=Lab-PBR

option.MATERIAL_POROSITY=Porosity
option.MATERIAL_POROSITY.comment=Describes the surfaces ability to absorb water.
value.MATERIAL_POROSITY.0=OFF
value.MATERIAL_POROSITY.1=Integrated
value.MATERIAL_POROSITY.2=Lab-PBR

option.MATERIAL_SPECULAR=Specular
value.MATERIAL_SPECULAR.0=OFF
value.MATERIAL_SPECULAR.1=Integrated
value.MATERIAL_SPECULAR.2=Old-PBR
value.MATERIAL_SPECULAR.3=Lab-PBR

option.MATERIAL_OCCLUSION=Occlusion
option.MATERIAL_OCCLUSION.comment=Describes how much ambient lighting is occluded by the surface.
value.MATERIAL_OCCLUSION.0=OFF
value.MATERIAL_OCCLUSION.1=Integrated
value.MATERIAL_OCCLUSION.2=Lab-PBR


screen.MATERIAL_NORMAL_OPTIONS=Normal Mapping

option.MATERIAL_NORMALS=Normal Mapping
value.MATERIAL_NORMALS.0=OFF
value.MATERIAL_NORMALS.1=Integrated
value.MATERIAL_NORMALS.2=Old-PBR
value.MATERIAL_NORMALS.3=Lab-PBR

option.MATERIAL_NORMAL_SCALE=Resolution
suffix.MATERIAL_NORMAL_SCALE=x

option.MATERIAL_NORMAL_STRENGTH=Strength
suffix.MATERIAL_NORMAL_STRENGTH=%

option.MATERIAL_NORMAL_EDGE=Edge-Normals
value.MATERIAL_NORMAL_EDGE.0=Regular
value.MATERIAL_NORMAL_EDGE.1=High
value.MATERIAL_NORMAL_EDGE.2=Low


screen.MATERIAL_PARALLAX_OPTIONS=Parallax

option.MATERIAL_PARALLAX=Mode
option.MATERIAL_PARALLAX.comment=The type of POM to render. Smooth POM will have softened edges. Sharp POM will have model-like hard edges.
value.MATERIAL_PARALLAX.0=OFF
value.MATERIAL_PARALLAX.1=Standard
value.MATERIAL_PARALLAX.2=Smooth
value.MATERIAL_PARALLAX.3=Sharp

option.MATERIAL_PARALLAX_DEPTH=Depth
suffix.MATERIAL_PARALLAX_DEPTH=%

option.MATERIAL_PARALLAX_SAMPLES=Samples

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

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

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


screen.DYNAMIC_LIGHT_OPTIONS=Block Lighting

option.DYN_LIGHT_MODE=Mode
value.DYN_LIGHT_MODE.0=Default
value.DYN_LIGHT_MODE.1=Per-Vertex
value.DYN_LIGHT_MODE.2=Per-Pixel
value.DYN_LIGHT_MODE.3=Ray-Traced

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

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

option.DYN_LIGHT_DIRECTIONAL=Directional
suffix.DYN_LIGHT_DIRECTIONAL=%

option.DYN_LIGHT_COLOR_MODE=Color Mode
value.DYN_LIGHT_COLOR_MODE.0=Hard-Coded
value.DYN_LIGHT_COLOR_MODE.1=Resource-Pack

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

option.DYN_LIGHT_FALLBACK=Fallback
option.DYN_LIGHT_FALLBACK.comment=When enabled, colored lighting will be blended into the vanilla lighting at the edge of the light bounds. When disabled there will be no lighting beyond light bounds.

option.DIRECTIONAL_LIGHTMAP=Directional Lightmap
option.DIRECTIONAL_LIGHTMAP.comment=When enabled, attempts to fake directional lighting with the vanilla lightmap. Only applies to default lighting.


screen.DYNAMIC_LIGHT_TRACE_OPTIONS=Trace Options

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

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

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

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

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


screen.DYNAMIC_LIGHT_TRACE_BLOCK_OPTIONS=Block Options

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

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

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

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


screen.DYNAMIC_LIGHT_ADVANCED_OPTIONS=Advanced

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

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

option.LIGHT_SIZE_XZ=Horizontal Bin Count

option.LIGHT_SIZE_Y=Vertical Bin Count

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


screen.DYNAMIC_LIGHT_TRACE_ADVANCED_OPTIONS=Advanced

option.DYN_LIGHT_BLUR=Blur
option.DYN_LIGHT_BLUR.comment=When enabled, the lighting buffer will have a post-process gaussian blur applied to smoothen edges/noise.

option.DYN_LIGHT_TA=Temporal Accumulation
option.DYN_LIGHT_TA.comment=When enabled, the lighting buffer will be blended across multiple frames to reduce soft-shadow noise.
suffix.DYN_LIGHT_TA=%
value.DYN_LIGHT_TA.0=OFF


screen.VOLUMETRIC_LIGHT_OPTIONS=Volumetric Lighting

option.VOLUMETRIC_CELESTIAL=Sun/Moon

option.VOLUMETRIC_BLOCK_MODE=Block Light
value.VOLUMETRIC_BLOCK_MODE.0=Disabled
value.VOLUMETRIC_BLOCK_MODE.1=Emission
value.VOLUMETRIC_BLOCK_MODE.2=Trace Fast
value.VOLUMETRIC_BLOCK_MODE.3=Trace Full

option.VOLUMETRIC_SAMPLES=Quality
value.VOLUMETRIC_SAMPLES.8=Low
value.VOLUMETRIC_SAMPLES.12=Medium
value.VOLUMETRIC_SAMPLES.16=High
value.VOLUMETRIC_SAMPLES.24=Very High

option.VOLUMETRIC_DENSITY=Density
value.VOLUMETRIC_DENSITY.800=Silent Hill

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


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

option.SHADOW_TYPE=Shadow Type
option.SHADOW_TYPE.comment=The type of shadow mapping to use.
value.SHADOW_TYPE.0=None
value.SHADOW_TYPE.1=Basic
value.SHADOW_TYPE.2=Distorted
value.SHADOW_TYPE.3=Cascaded

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

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

option.SHADOW_FILTER=Filtering
option.SHADOW_FILTER.comment=Type type of filtering to apply to shadow sampling.
value.SHADOW_FILTER.0=None
value.SHADOW_FILTER.1=PCF
value.SHADOW_FILTER.2=PCF+PCSS

option.SHADOW_COLORS=Color Tinting
option.SHADOW_COLORS.comment=0: Stained glass will cast ordinary shadows. 1: Stained glass will cast colored shadows. 2: Stained glass will not cast any shadows.
value.SHADOW_COLORS.0=Disabled
value.SHADOW_COLORS.1=Enabled
value.SHADOW_COLORS.2=Ignored

option.SHADOW_BRIGHTNESS=Brightness
option.SHADOW_BRIGHTNESS.comment=Light levels are multiplied by this number when the surface is in shadows.
suffix.SHADOW_BRIGHTNESS=%

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

option.SHADOW_BIAS_SCALE=Bias Scale
option.SHADOW_BIAS_SCALE.comment=Increase this if you get shadow acne. Decrease this if you get peter panning.
value.SHADOW_BIAS_SCALE.0.1=10%
value.SHADOW_BIAS_SCALE.0.2=20%
value.SHADOW_BIAS_SCALE.0.3=30%
value.SHADOW_BIAS_SCALE.0.4=40%
value.SHADOW_BIAS_SCALE.0.5=50%
value.SHADOW_BIAS_SCALE.0.6=60%
value.SHADOW_BIAS_SCALE.0.7=70%
value.SHADOW_BIAS_SCALE.0.8=80%
value.SHADOW_BIAS_SCALE.0.9=90%
value.SHADOW_BIAS_SCALE.1.0=100%
value.SHADOW_BIAS_SCALE.1.1=110%
value.SHADOW_BIAS_SCALE.1.2=120%
value.SHADOW_BIAS_SCALE.1.3=130%
value.SHADOW_BIAS_SCALE.1.4=140%
value.SHADOW_BIAS_SCALE.1.5=150%
value.SHADOW_BIAS_SCALE.1.6=160%
value.SHADOW_BIAS_SCALE.1.7=170%
value.SHADOW_BIAS_SCALE.1.8=180%
value.SHADOW_BIAS_SCALE.1.9=190%
value.SHADOW_BIAS_SCALE.2.0=200%
value.SHADOW_BIAS_SCALE.2.1=210%
value.SHADOW_BIAS_SCALE.2.2=220%
value.SHADOW_BIAS_SCALE.2.3=230%
value.SHADOW_BIAS_SCALE.2.4=240%
value.SHADOW_BIAS_SCALE.2.5=250%

option.SHADOW_DISTORT_FACTOR=Distortion
option.SHADOW_DISTORT_FACTOR.comment=Distortion factor for the shadow map. Applies to distorted shadows only.

option.SHADOW_CSM_FITRANGE=Fit CSM to Shadow Range
option.SHADOW_CSM_FITRANGE.comment=When enabled, all but the nearest cascade will be scaled to fit the shadow range.

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

option.SHADOW_PCF_SIZE=PCF Radius
option.SHADOW_PCF_SIZE.comment=The radius of the shadow blurring using a block-sized scale.

option.SHADOW_PCF_SAMPLES=PCF Samples
option.SHADOW_PCF_SAMPLES.comment=The number of samples to use when blurring.

option.SHADOW_PCSS_SAMPLES=PCSS Samples
option.SHADOW_PCSS_SAMPLES.comment=The number of samples to use for determining penumbra width.

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

option.SHADOW_BLUR=Blur
option.SHADOW_BLUR.comment=Applies a gaussian blur to the shadowing buffer.


screen.POST_OPTIONS=Post-Processing

option.POST_SATURATION=Saturation
suffix.POST_SATURATION=%

option.TONEMAP_ENABLED=Tonemap
option.TONEMAP_ENABLED.comment=Prevents clipping of bright colors, useful for dynamic lighting.

option.FXAA_ENABLED=FXAA


screen.DEBUG_OPTIONS=Shrimple

option.DEBUG_VIEW=Debug View
option.DEBUG_VIEW.comment=Configures which buffer to draw to the screen.
value.DEBUG_VIEW.0=None
value.DEBUG_VIEW.1=Deferred Color
value.DEBUG_VIEW.2=Deferred geo-Normal
value.DEBUG_VIEW.3=Deferred Light
value.DEBUG_VIEW.4=Deferred Shadow
value.DEBUG_VIEW.5=Deferred Fog
value.DEBUG_VIEW.6=Deferred Tex-Normal
value.DEBUG_VIEW.7=Deferred Rough/Metal
value.DEBUG_VIEW.8=Deferred VL
value.DEBUG_VIEW.9=Deferred Diffuse
value.DEBUG_VIEW.10=Deferred Specular
value.DEBUG_VIEW.11=Shadow Color
value.DEBUG_VIEW.12=White-World

option.DYN_LIGHT_DEBUG_COUNTS=Show Light Counts

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

option.DYN_LIGHT_CONCRETE=Concrete Lights
option.DYN_LIGHT_OREBLOCKS.comment=When enabled, colored concrete blocks will emit colored light.
