mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-26 02:12:23 +08:00
add DISTANT HORIZONS SHADER PROGRAMS, and then make them work.
This commit is contained in:
@ -62,6 +62,8 @@ screen.Direct_Light = Direct Light
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option.shadowDistanceRenderMul = Max Shadow Bounds
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value.shadowDistanceRenderMul.-1.0 = Un-Optimized
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value.shadowDistanceRenderMul.1.0 = Optimized
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option.entityShadowDistanceMul = Entity Shadow Distance
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screen.Filtering = Shadow Filtering Settings
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option.SHADOW_FILTER_SAMPLE_COUNT = Basic Shadow Filter Samples
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option.Min_Shadow_Filter_Radius = Minimum Shadow filter Radius
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@ -447,7 +449,7 @@ screen.Clouds.comment = Configure settings related to the raymarched volumetric
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screen.World.comment = Configure settings for various things that happen in the world, from waving plants to water related settings.
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screen.Water.comment = Configure settings related to the water.
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option.WATER_REFLECTIONS.comments = Toggle all reflections for translucent things. This allows other settings to be enabled below. §aPERFORMANCE COST:§r low
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option.WATER_REFLECTIONS.comment = Toggle all reflections for translucent things. This allows other settings to be enabled below. §aPERFORMANCE COST:§r low-high
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option.SCREENSPACE_REFLECTIONS.comment = Toggle screen-space reflections on translucent things. §aPERFORMANCE COST:§r medium
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option.SSR_STEPS.comment = Configure the quality of the screen-space reflections on translucent things. §aPERFORMANCE COST:§r medium to high
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option.WATER_SUN_SPECULAR.comment = Toggle the sun and moon reflections on translucent things. §aPERFORMANCE COST:§r low
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@ -525,4 +527,5 @@ option.CloudLayer2_density.comment = Configure how dense, or thick these clouds
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option.CloudLayer2_height.comment = Configure the height at which these clouds fly at. §cTHESE CANNOT BE LOWER THAN THE LARGE CLOUDS§r
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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
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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.
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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.
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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.
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@ -1,8 +1,23 @@
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option.BLISS_SHADERS=Bliss
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value.BLISS_SHADERS.0=A Chocapic13 Edit
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value.BLISS_SHADERS.1=作者: Xonk
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value.BLISS_SHADERS.2=版本: GIT-HEAD
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# if you're here to translate, this is a joke, these don't do what they say. # Translator: I don't care
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profile.QUALITY=质量
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profile.PERFORMANCE=性能
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screen.Misc_Settings = 杂项
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screen.Sun_and_Moon_Colors = 日月颜色
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option.sunPathRotation = 太阳角度
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option.sun_illuminance = 阳光照度
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option.moon_illuminance = 月光照度
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option.MOONPHASE_BASED_MOONLIGHT = 月相亮度水平
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option.RESOURCEPACK_SKY = 资源包天空
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value.RESOURCEPACK_SKY.0 = 别用这个
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value.RESOURCEPACK_SKY.1 = 天空 + 光影日月
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value.RESOURCEPACK_SKY.2 = 完整天空
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screen.Waving_Stuff = 摇晃相关
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option.WAVY_PLANTS = 植物摇晃
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@ -11,8 +26,8 @@ screen.Waving_Stuff = 摇晃相关
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screen.Direct_Light = 直接照明
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screen.Shadows = 阴影
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option.RENDER_ENTITY_SHADOWS = 实体阴影
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option.SCREENSPACE_CONTACT_SHADOWS = 屏幕空间接触阴影
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option.RENDER_ENTITY_SHADOWS = 实体阴影
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option.shadowMapResolution = 阴影分辨率
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option.shadowDistance = 阴影距离
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value.shadowDistance.64.0 = 4 区块
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@ -45,7 +60,7 @@ screen.Direct_Light = 直接照明
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value.shadowDistance.496.0 = 31 区块
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value.shadowDistance.512.0 = 32 区块
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option.shadowDistanceRenderMul = 最大阴影边界
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value.shadowDistanceRenderMul.-1.0 = 无 - 优化
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value.shadowDistanceRenderMul.-1.0 = 无优化
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value.shadowDistanceRenderMul.1.0 = 优化
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screen.Filtering = 阴影过滤设置
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option.SHADOW_FILTER_SAMPLE_COUNT = 阴影过滤采样数
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@ -55,6 +70,7 @@ screen.Direct_Light = 直接照明
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option.Max_Shadow_Filter_Radius = 最大阴影过滤半径
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option.Max_Filter_Depth = 最大过滤深度
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screen.Subsurface_Scattering = 次表面散射 (SSS)
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option.LabSSS_Curve = LabSSS 曲线
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option.MISC_BLOCK_SSS = 随机方块次表面散射
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@ -73,6 +89,7 @@ screen.Ambient_light = 环境光
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option.GI_Strength = 全局照明强度
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option.HQ_SSGI = 远距 SSGI
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option.Hand_Held_lights = 手持光源
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option.SKY_CONTRIBUTION_IN_SSRT = 高质量环境光
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option.ambientOcclusionLevel = 原版 AO 强度
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option.ambient_brightness = 环境光照明亮度
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option.MIN_LIGHT_AMOUNT = 最小照明强度
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@ -104,7 +121,7 @@ screen.Fog = 雾气设置
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option.BLOOMY_FOG = 雾气泛化值
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option.Haze_amount = 大气雾霾密度
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option.RainFog_amount = 雨雾密度
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option.RAYMARCH_CLOUDS_WITH_FOG = 云中雾
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option.RAYMARCH_CLOUDS_WITH_FOG = 将云作为雾气渲染
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option.BorderFog = 边界雾
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screen.TOD_fog = 全天雾气
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@ -118,15 +135,18 @@ screen.Fog = 雾气设置
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option.Night_Uniform_Fog = 夜晚 - 雾气密度
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option.Night_Cloudy_Fog =夜 晚 - 云雾密度
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option.PER_BIOME_ENVIRONMENT = 生物群系特定雾气
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option.PER_BIOME_ENVIRONMENT = 群系特色环境
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screen.Cave_Fog = 洞穴雾气
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option.CAVE_FOG = 洞穴雾气
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option.Cave_fog = 洞穴雾气
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option.CaveFogFallOff = 洞穴雾气渐消曲线
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option.CaveFogColor_R = 洞穴雾气红色比重
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option.CaveFogColor_G = 洞穴雾气绿色比重
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option.CaveFogColor_B = 洞穴雾气蓝色比重
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screen.END_AND_NETHER_FOG = 下界/末地雾气
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option.END_STORM_DENSTIY = 末地风暴强度
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option.NETHER_PLUME_DENSITY = 下界烟柱密度
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screen.Clouds = 云层设置
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option.VOLUMETRIC_CLOUDS = 体积云
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@ -136,14 +156,20 @@ screen.Clouds = 云层设置
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option.Cloud_Speed = 云层速度
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option.Rain_coverage = 雨云覆盖率
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option.Cumulus = 积云
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option.Cumulus_coverage = 积云覆盖率
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option.Cumulus_density = 积云密度
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option.Cumulus_height = 积云高度
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option.CloudLayer0 = 小积云
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option.CloudLayer0_coverage = 覆盖率
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option.CloudLayer0_density = 密度
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option.CloudLayer0_height = 高度
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option.Altostratus = 高层云
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option.Alto_coverage = 高层云覆盖率
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option.Alto_density = 高层云密度
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option.CloudLayer1 = 大积云
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option.CloudLayer1_coverage = 覆盖率
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option.CloudLayer1_density = 密度
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option.CloudLayer1_height = 高度
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option.CloudLayer2 = 高层云
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option.CloudLayer2_coverage = 覆盖率
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option.CloudLayer2_density = 密度
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option.CloudLayer2_height = 高度
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screen.Climate = 气候
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@ -186,7 +212,30 @@ screen.Climate = 气候
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option.Spring_Leaf_R = 树叶 - 红
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option.Spring_Leaf_G = 树叶 - 绿
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option.Spring_Leaf_B = 树叶 - 蓝
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screen.SWAMP = 沼泽
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option.SWAMP_ENV = 沼泽环境
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option.SWAMP_UNIFORM_DENSITY = 均匀雾气密度
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option.SWAMP_CLOUDY_DENSITY = 云雾密度
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option.SWAMP_R = 红色比重
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option.SWAMP_G = 绿色比重
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option.SWAMP_B = 蓝色比重
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screen.JUNGLE = 丛林
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option.JUNGLE_ENV = 丛林环境
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option.JUNGLE_UNIFORM_DENSITY = 均匀雾气密度
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option.JUNGLE_CLOUDY_DENSITY = 云雾密度
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option.JUNGLE_R = 红色比重
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option.JUNGLE_G = 绿色比重
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option.JUNGLE_B = 蓝色比重
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screen.DARKFOREST = 黑森林
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option.DARKFOREST_ENV = 黑森林环境
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option.DARKFOREST_UNIFORM_DENSITY = 均匀雾气密度
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option.DARKFOREST_CLOUDY_DENSITY = 均匀雾气密度
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option.DARKFOREST_R = 红色比重
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option.DARKFOREST_G = 绿色比重
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option.DARKFOREST_B = 蓝色比重
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screen.World = 世界
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screen.Water = 水体设置
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@ -198,6 +247,8 @@ screen.World = 世界
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option.Refraction = 折射 (水体/玻璃)
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option.Dirt_Amount = 水体浑浊程度
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option.Water_Top_Layer = 海平面 Y 轴坐标
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option.WATER_WAVE_STRENGTH = 水波强度
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option.SNELLS_WINDOW = 斯涅尔窗 (Snell's Window)
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screen.Water_fog_color = 水雾设置
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option.Dirt_Scatter_R = 红色扩散 (污物)
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@ -216,7 +267,7 @@ screen.Post_Processing = 后期处理
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screen.Exposure = 曝光
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screen.DepthOfField = 景深 (DOF)
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screen.Purkinje_effect = 柏金赫现象设置
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option.SHARPENING = 对比度自适应锐化强度
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option.SHARPENING = 锐化强度
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option.BLOOM_STRENGTH = 泛光强度
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screen.TAA_OPTIONS = 抗锯齿设置
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option.SCREENSHOT_MODE = 截图模式
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@ -248,6 +299,7 @@ screen.LabPBR = Lab PBR
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screen.POM = 视差遮蔽映射 (POM)
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option.HEIGTHMAP_DEPTH_OFFSET = 基于高度图的深度偏移
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option.POM = 视差 (POM)
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option.MAX_ITERATIONS = 视差质量
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option.POM_DEPTH = 视差深度
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@ -261,6 +313,7 @@ screen.Porosity = 孔隙率/水坑
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option.Puddles = 水坑
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option.Puddle_Size = 水坑大小
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option.MATERIAL_AO = 材质环境光遮蔽
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option.DOF_QUALITY=景深 (DOF)
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value.DOF_QUALITY.-1=关闭
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@ -281,7 +334,6 @@ option.DOF_QUALITY=景深 (DOF)
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value.FOCUS_LASER_COLOR.4=黄
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value.FOCUS_LASER_COLOR.5=白
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option.AEROCHROME_MODE=Aerochrome 模式
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option.AEROCHROME_PINKNESS=Aerochrome 模式 红色: 粉色 比例
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option.AEROCHROME_WOOL_ENABLED=Aerochrome 模式作用于羊毛
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@ -307,6 +359,7 @@ screen.Shadows.comment = 根据喜好配置阳光的阴影.
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option.RENDER_ENTITY_SHADOWS.comment = §b这啥?§r 所有类型实体的阴影, 例如怪物, 箱子, 旗帜, 或者告示牌. §a性能消耗水平:§r 低偏中; 在近处有特别多实体的时候消耗的性能会非常的恐怖.
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option.shadowMapResolution.comment = 在太阳照射下从世界上的事物投射出来阴影的质量. §a性能消耗水平:§r 中或更高; 阴影需要从太阳的角度进行第二次 3D 世界的渲染, 这就是为什么它会使性能减半.
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option.shadowDistance.comment = 阴影可渲染的最大距离 (这不是线性距离). 推荐保持默认, 因为接触阴影能解决远处阴影的渲染需求. §a性能消耗水平:§r 中或更高; 如果渲染距离非常大, 阴影的性能开销会很恐怖.
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option.shadowDistanceRenderMul.comment = 仅在围绕以玩家为中心的球体中渲染的阴影, 最大渲染区块由渲染距离进行限制. 无优化选项不会以球体渲染阴影, 且不会被区块限制; 这意味着同样的渲染距离下阴影能覆盖更大的区域. 同样的, 设置为 无优化 时阴影距离不受区块限制. §a性能消耗水平:§r 低偏中. 优化选项更快, 无优化选项更慢.
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screen.Filtering.comment = 配置作用于阴影的过滤效果.
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option.SHADOW_FILTER_SAMPLE_COUNT.comment = 基础阴影过滤器质量. 过滤器仅用于软化阴影. §a性能消耗水平:§r 低偏中; 拉高本选项数值可以减少阴影边缘的噪点.
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option.Min_Shadow_Filter_Radius.comment = 基础阴影过滤器的最大软化程度.
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@ -320,10 +373,12 @@ screen.Ambient_light.comment = 配置和遮蔽处的照明相关的设置.
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option.GI_Strength.comment = 配置由 SSGI 渲染的全局照明强度. §b这啥?§r 在该情况下, 全局照明是指光线从一个表面反弹到其他区域的现象.
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option.HQ_SSGI.comment = 远距屏幕空间全局照明开关. §a性能消耗水平:§r 非常高.
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option.Hand_Held_lights.comment = 动态手持光源 (光影实现) 开关. §a性能消耗水平:§r 非常低.
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option.SKY_CONTRIBUTION_IN_SSRT.comment = 允许 RTAO 或 SSGI 计算考虑整个天空和雾气来在遮蔽处创建高质量照明. 但会带来更多噪点. §a性能消耗水平:§r 中
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option.ambientOcclusionLevel.comment = 配置原版 Minecraft 的环境光遮蔽强度. §b这啥?§r 原版下该环境光遮蔽默认开启, 无关光影是否开启.
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option.ambient_brightness.comment = 配置阴影区域的其他光源照明的亮度.
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option.MIN_LIGHT_AMOUNT.comment = 配置阴影区域的最小照明水平.
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option.indirect_effect.comment = 切换不同类型的间接照明效果使阴影区域渲染质量更好. §a性能消耗水平S:§r. 原版 AO: 非常低. SSAO: 低偏中. GTAO: 中偏高. RTAO or SSGI: 高或更高.
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option.indirect_effect.comment = 切换不同类型的间接照明效果使阴影区域渲染质量更好. §a性能消耗水平:§r. 原版 AO: 非常低. SSAO: 低偏中. GTAO: 中偏高. RTAO or SSGI: 高或更高.
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screen.Ambient_Colors.comment = 配置阴影区域的照明颜色.
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screen.Torch_Colors.comment = 配置火把或其它可放置光源的颜色.
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@ -352,6 +407,7 @@ screen.Emissives.comment = §b这啥?§r 自发光亮度是指某方块发光量
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option.Emissive_Curve.comment = 调整自发光纹理达到最高亮度的容易程度/速度. 1.0 是线性.
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screen.POM.comment = 配置由资源包提供信息的视差遮蔽映射的相关设置.
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option.HEIGTHMAP_DEPTH_OFFSET.comment = §b这啥?§r 使用资源包提供的 “高度图” 的偏移抵消许多效果所需的深度. 允许近处有更多细节, 同时作为 “POM 的性能预算” 而生效. §a性能消耗水平:§r 低偏中 - 如果设备负担不起了 POM 的性能消耗, 可使用本选项.
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option.POM.comment = §b这啥?§r 通过使用资源包中的特殊图像, 在实际没有的区域渲染出 3D 几何图形. 这种效果基本上只向内凹, 所以大角度观察时, 会存在一些伪影. §a性能消耗水平:§r 中偏高.
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option.MAX_ITERATIONS.comment = 配置视差效果的质量. 如果近距离仅看到了部分层, 则需要提高本项数值, 不然很难看到. §a性能消耗水平:§r 高.
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option.POM_DEPTH.comment = 视差效果表面凹陷程度. §a性能消耗水平:§r 非常低.
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@ -370,14 +426,12 @@ screen.Fog.comment = 配置和光线行进体积雾, 基于距离的雾气相关
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option.BLOOMY_FOG.comment = 配置作用于雾气的泛化强度. §b这啥?§r 本选项的效果使雾气看起来更柔和, 同时有助于隐藏部分噪点. 但可能会导致在细节边缘出现一些明显的闪烁. §a性能消耗水平:§r 非常低.
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option.Haze_amount.comment = 配置周遭的大气密度. §b这啥?§r 在远处看到的蓝色雾霾.
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option.RainFog_amount.comment = 配置雨天时的雾气密度.
|
||||
option.RAYMARCH_CLOUDS_WITH_FOG.comment = 进入云层内或靠近云层周围时, 更细致的雾气的开关. §a性能消耗水平:§r 低偏中.
|
||||
option.BorderFog.comment = 隐藏未加载区块的雾气开关.
|
||||
option.RAYMARCH_CLOUDS_WITH_FOG.comment = 进入云层内或靠近云层周围时, 更细致的雾气的开关. §a性能消耗水平:§r 中偏高.
|
||||
option.BorderFog.comment = §b这啥?§r 雾气开关, 目的是尝试隐藏区块边界. 但因为四周都是天空, 所以很难做好. §a性能消耗水平:§r 非常非常低.
|
||||
|
||||
screen.TOD_fog.comment = 配置一天中特定时间出现的雾气的密度.
|
||||
option.TOD_Fog_mult.comment = 配置一天中特定时间出现的总体雾气量. 本选项不影响大气雾霾密度.
|
||||
|
||||
option.PER_BIOME_ENVIRONMENT.comment = 特定群系的特殊雾气效果开关. §a性能消耗水平:§r 低.
|
||||
|
||||
screen.Cave_Fog.comment = 配置仅出现在黑暗区域的雾气设置, 例如洞穴.
|
||||
option.Cave_Fog.comment = 仅出现在黑暗区域的雾气. 因为光影不可能准确地判断出你是否在一个洞穴里, 所以这种雾气可能会出现在不是洞穴的地方. §a性能消耗水平:§r 低.
|
||||
option.CaveFogFallOff.comment = 配置雾化淡出梯度达到最亮部分的容易程度/速度.
|
||||
@ -390,18 +444,9 @@ screen.Clouds.comment = 配置和光线步进体积云相关的设置.
|
||||
option.Cloud_Speed.comment = 配置日常时间云层的移动速度.
|
||||
option.Rain_coverage.comment = 配置雨天时云层的覆盖率.
|
||||
|
||||
option.Cumulus.comment = 低层云开关. §a性能消耗水平:§r 中.
|
||||
option.Cumulus_coverage.comment = 配置低层云的天空覆盖率. 本选项在周期循环的天气启用时不生效.
|
||||
option.Cumulus_density.comment = 配置低层云的密度.
|
||||
option.Cumulus_height.comment = 配置低层云的高度.
|
||||
|
||||
option.Altostratus.comment = 高层云开关. §a性能消耗水平:§r 低.
|
||||
option.Alto_coverage.comment = 配置高层云的天空覆盖率. 本选项在周期循环的天气启用时不生效.
|
||||
option.Alto_density.comment = 配置高层云的密度.
|
||||
|
||||
screen.World.comment = 配置多种会在主世界发生的效果, 从摇摆植物到水体相关的设置等.
|
||||
screen.Water.comment = 配置和水体相关的设置.
|
||||
option.WATER_REFLECTIONS.comments = 所有半透明方块反射的开关. 本选项允许以下其它设置启用. §a性能消耗水平:§r 低.
|
||||
option.WATER_REFLECTIONS.comment = 所有半透明方块反射的开关. 本选项允许以下其它设置启用. §a性能消耗水平:§r 低.
|
||||
option.SCREENSPACE_REFLECTIONS.comment = 半透明方块的屏幕空间反射开关. §a性能消耗水平:§r 中.
|
||||
option.SSR_STEPS.comment = 配置半透明方块的屏幕空间反射质量. §a性能消耗水平:§r 中偏高.
|
||||
option.WATER_SUN_SPECULAR.comment = 半透明方块的日月反射开关. §a性能消耗水平:§r 低.
|
||||
@ -421,6 +466,18 @@ screen.Climate.comment = 配置和气候相关的设置, 例如四季颜色, 周
|
||||
screen.Fall_colors.comment = 配置秋季植被的颜色.
|
||||
screen.Winter_colors.comment = 配置冬季植被的颜色.
|
||||
screen.Spring_colors.comment = 配置春季植被的颜色.
|
||||
|
||||
option.PER_BIOME_ENVIRONMENT.comment = 开关仅出现在特定群系的所有特色环境效果. §a性能消耗水平:§r 低.
|
||||
|
||||
screen.SWAMP.comment = 配置此群系类型的环境效果.
|
||||
option.SWAMP_ENV.comment = 开关此群系类型的环境效果. 即使此项禁用, 其他群系的环境效果仍保持激活状态..
|
||||
|
||||
screen.JUNGLE.comment = 配置此群系类型的环境效果.
|
||||
option.JUNGLE_ENV.comment = 开关此群系类型的环境效果. 即使此项禁用, 其他群系的环境效果仍保持激活状态..
|
||||
|
||||
screen.DARKFOREST.comment = 配置此群系类型的环境效果.
|
||||
option.DARKFOREST_ENV.comment = 开关此群系类型的环境效果. 即使此项禁用, 其他群系的环境效果仍保持激活状态..
|
||||
|
||||
|
||||
screen.Waving_Stuff.comment = 配置和摇摆相关的设置.
|
||||
option.WAVY_PLANTS.comment = 植物摇摆开关. §a性能消耗水平:§r 非常低.
|
||||
@ -441,6 +498,35 @@ screen.Post_Processing.comment = 配置所有后处理效果设置, 从抗锯齿
|
||||
option.TAA_UPSCALING.comment = 时间性升分辨率. 升分辨率时, 可以从低分辨率的图像中保留大多数质量. 因此与常规升分辨率相比, 可以开启一个看起来很高的分辨率的同时也能有更好的性能.
|
||||
option.SCALE_FACTOR.comment = 配置以原有分辨率的多大一部分来开始升分辨率. 不推荐低于0.5, 只把它作为一个选项, 因为它很有趣. :P
|
||||
|
||||
option.RESOURCEPACK_SKY.comment = 开关资源包天空支持. 配置设置来使用完整的资源包天空, 或保持光影的日月. §a性能消耗水平:§r 非常低.
|
||||
option.SKY_GROUND = 地天
|
||||
|
||||
option.MATERIAL_AO.comment = 开关基于资源包提供的内容应用环境光遮蔽的功能. §a性能消耗水平:§r 非常低.
|
||||
option.WATER_WAVE_STRENGTH.comment = 配置出现的水波强度.
|
||||
option.MOONPHASE_BASED_MOONLIGHT.comment = §b这啥?§r 每晚月亮有不同的照度. 此选项根据月相来调整发出的月光亮度. §a性能消耗水平:§r 近乎于无.
|
||||
|
||||
|
||||
option.END_STORM_DENSTIY.comment = §b这啥?§r 这是末地的一层暗色云雾. 配置末地风暴的密度.
|
||||
option.NETHER_PLUME_DENSITY.comment = §b这啥?§r 这是下界中那些浓密的发光烟柱. 配置下界烟柱的密度.
|
||||
|
||||
option.CloudLayer0.comment = 较小积云层的开关. §a性能消耗水平:§r 中.
|
||||
option.CloudLayer0_coverage.comment = 配置云覆盖天空的程度.
|
||||
option.CloudLayer0_density.comment = 配置云层的密度或者说厚度.
|
||||
option.CloudLayer0_height.comment = 配置云层飘浮处的高度.
|
||||
|
||||
option.CloudLayer1.comment = 较大积云层的开关. §a性能消耗水平:§r 中.
|
||||
option.CloudLayer1_coverage.comment = 配置云覆盖天空的程度.
|
||||
option.CloudLayer1_density.comment = 配置云层的密度或者说厚度.
|
||||
option.CloudLayer1_height.comment = 配置云层飘浮处的高度. §c不能低于小积云层§r
|
||||
|
||||
option.CloudLayer2.comment = 较高且薄的云层的开关. §a性能消耗水平:§r 低.
|
||||
option.CloudLayer2_coverage.comment = 配置云覆盖天空的程度.
|
||||
option.CloudLayer2_density.comment = 配置云层的密度或者说厚度.
|
||||
option.CloudLayer2_height.comment = 配置云层飘浮处的高度. §c不能低于大积云层§r
|
||||
|
||||
option.SKY_GROUND.comment = §b这啥?§r 天空的暗色下半部分, 若 Minecraft 有无限渲染距离, 则这是地面. §a性能消耗水平:§r 非常非常低. §c由于额外的函数计算, 禁用本选项会比启用消耗消耗更多性能.§r
|
||||
option.SNELLS_WINDOW.comment = §b这啥?§r 这是在水下看到的黑色反射圆圈. 这是对现实水下会发生的情况的模拟, 称为 "全内反射". §a性能消耗水平:§r 非常非常非常低.
|
||||
|
||||
|
||||
#Additional Options / 附加选项
|
||||
#Direct Light
|
||||
@ -471,9 +557,14 @@ screen.Post_Processing.comment = 配置所有后处理效果设置, 从抗锯齿
|
||||
option.Vanilla_like_water=原版水体样式
|
||||
|
||||
|
||||
#Ambient_light
|
||||
option.HANDHELD_LIGHT_RANGE=手持光源范围
|
||||
|
||||
|
||||
#Fog
|
||||
option.FOG_START_HEIGHT=雾气起始高度
|
||||
|
||||
option.CAVE_FOG=洞穴雾气
|
||||
|
||||
|
||||
#Post_Processing
|
||||
@ -493,11 +584,8 @@ screen.Post_Processing.comment = 配置所有后处理效果设置, 从抗锯齿
|
||||
option.Manual_exposure_value=手动曝光值
|
||||
|
||||
screen.JITTER_DOF=抖动景深
|
||||
option.DOF_JITTER=抖动景深
|
||||
option.DOF_JITTER_FOCUS=抖动景深对焦距离
|
||||
option.JITTER_STRENGTH=抖动强度
|
||||
option.JITTER_STRENGTH.comment=抱歉
|
||||
option.FOCUS_LASER_COLOR=聚焦颜色
|
||||
option.FOCUS_LASER_COLOR=聚焦激光颜色
|
||||
option.FOCUS_LASER_COLOR.comment=红, 绿, 蓝, 粉, 黄, 白.
|
||||
|
||||
option.AUTOFOCUS=自动对焦
|
||||
@ -533,6 +621,7 @@ screen.Post_Processing.comment = 配置所有后处理效果设置, 从抗锯齿
|
||||
option.B_UPPER_CURVE=上部曲线 - 蓝色
|
||||
|
||||
#Clouds
|
||||
option.CLOUD_SHADOW_STRENGTH=云影强度
|
||||
|
||||
|
||||
#Misc Settings
|
||||
@ -552,14 +641,21 @@ screen.Post_Processing.comment = 配置所有后处理效果设置, 从抗锯齿
|
||||
option.Lightning_G=闪电 - 绿色
|
||||
option.Lightning_B=闪电 - 蓝色
|
||||
|
||||
option.display_LUT=显示 LUT
|
||||
option.WhiteWorld=全白世界
|
||||
option.WhiteWorld.comment=用于调试的视图. 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.SSS_view=次表面散射视图
|
||||
option.ambientLight_only=仅启用环境光
|
||||
option.ambientLight_only.comment=用于调试的视图. 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.SSS_view=天空光次表面散射视图
|
||||
option.LIGHTNING_FLASH=闪电闪烁
|
||||
option.HURT_AND_DEATH_EFFECT=死伤效果
|
||||
option.LIT_PARTICLE_BRIGHTNESS=提高粒子亮度
|
||||
option.PLANET_GROUND_BRIGHTNESS=行星地表亮度
|
||||
option.BLOOMY_PARTICLES=泛光粒子
|
||||
option.ORIGINAL_CHOCAPIC_SKY=原始 Chocapic 天空
|
||||
option.BIOME_TINT_WATER=群系色调水体
|
||||
|
||||
|
||||
#Climate
|
||||
|
Reference in New Issue
Block a user