mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
add floodfill light propagation in vl fog. fix up nether and end shaders. tweaked shadows some. improved filtering for shadows/ssao, and VL fog. improved the "clouds intersect terrain" setting
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@ -1,20 +1,19 @@
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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=By Xonk
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value.BLISS_SHADERS.2=Version GIT-HEAD
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option.SHADER_VERSION_LABEL = Bliss In-Dev Commit Number
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# if you're here to translate, this is a joke, these don't do what they say
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profile.QUALITY=Quality
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profile.PERFORMANCE=Performance
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screen.Misc_Settings = Misc. Settings
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screen.Misc_Settings = §cDebugging§r/Experimental Settings
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screen.Sun_and_Moon_Colors = Sun/Moon Colors
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option.sunPathRotation = Sun Angle
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option.sun_illuminance = Sun Illuminance
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option.moon_illuminance = Moon Illuminance
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option.MOONPHASE_BASED_MOONLIGHT = Moonphase brightness levels
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option.RESOURCEPACK_SKY = ResourcePack Sky
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screen.Mod_support = Settings For Supported Mods
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option.RESOURCEPACK_SKY = Resource Pack Sky
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value.RESOURCEPACK_SKY.0 = Do not use
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value.RESOURCEPACK_SKY.1 = Sky + Shader sun/moon
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value.RESOURCEPACK_SKY.2 = Full sky
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@ -109,6 +108,9 @@ screen.Direct_Light = Direct Light
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option.LPV_REDSTONE_LIGHTS = Redstone Lights
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option.LPV_COLORED_CANDLES = Colored Candles
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option.LPV_NOSHADOW_HACK = Iris <= 1.7.0 Fix
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option.LPV_VL_FOG_ILLUMINATION = Fog Light Propagation
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option.LPV_VL_FOG_ILLUMINATION_BRIGHTNESS = Fog Light Propagation Brightness
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suffix.LPV_VL_FOG_ILLUMINATION_BRIGHTNESS=%
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screen.Subsurface_Scattering = Sub-Surface Scattering
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option.LabSSS_Curve = LabSSS Curve
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@ -417,7 +419,7 @@ screen.Post_Processing = Post Processing
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option.TAA_UPSCALING = Temporal Upscaling
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option.SCALE_FACTOR = Scale Factor
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screen.COLOR_GRADING = Color Grading
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option.TONE_CURVE = Tone Curve
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option.LUMINANCE_CURVE = Tone Curve
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option.LOWER_CURVE = Lower Curve
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option.UPPER_CURVE = Upper Curve
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option.COLOR_GRADING_ENABLED=Color Grading
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@ -552,7 +554,9 @@ screen.Ambient_light.comment = Configure settings related to the lighting in sha
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option.LPV_REDSTONE_LIGHTS.comment = Allows redstone blocks to contribute to colored lighting.
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option.LPV_COLORED_CANDLES.comment = Allows colored candles to emit matching colored lighting.
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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.
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option.LPV_VL_FOG_ILLUMINATION.comment = Allow the colored lighting to light up the air around it.
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option.LPV_VL_FOG_ILLUMINATION_BRIGHTNESS.comment = Configure the brightness of lit up fog.
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screen.Resource_Pack_Support.comment = A handfull of effects that use information provided by a resourcepack.
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screen.Reflections.comment = Configure the reflections that use information provided by a LabPBR resourcepack.
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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
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@ -668,7 +672,7 @@ screen.Post_Processing.comment = Configure settings for all post processing effe
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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.
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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
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screen.COLOR_GRADING.comment = Advanced color grading options
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option.TONE_CURVE.comment = Enable the tone curve. This is independent from color grading and is applied first.
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option.LUMINANCE_CURVE.comment = Enable the tone curve. This is independent from color grading and is applied first.
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option.COLOR_GRADING_ENABLED.comment = Enable color grading. The RGB sliders will not affect the brightness. This is applied after the tone curve
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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
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@ -1,3 +1,5 @@
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option.SHADER_VERSION_LABEL = Bliss In-Dev Commit Number
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screen.Misc_Settings = Configurações Diversas
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screen.the_orb = O Orb
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option.THE_ORB = O Orb
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@ -1,8 +1,4 @@
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option.BLISS_SHADERS = Шейдер Bliss
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value.BLISS_SHADERS.0 = Редакция Chocapic13
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value.BLISS_SHADERS.1 = Автор Xonk
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value.BLISS_SHADERS.2 = Версия GIT-HEAD
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option.BLISS_SHADERS.comment = Информация о шейдере
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option.SHADER_VERSION_LABEL = Bliss In-Dev Commit Number
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profile.QUALITY = Качество
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profile.PERFORMANCE = Представление
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@ -421,7 +417,7 @@ screen.Post_Processing = Постобработка
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option.DoF_Adaptation_Speed = Скорость адаптации DoF
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option.FAR_BLUR_ONLY = Только дальнее размытие
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screen.COLOR_GRADING = Расширенная цветокоррекция
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option.TONE_CURVE = Кривая тона
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option.LUMINANCE_CURVE = Кривая тона
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option.LOWER_CURVE = Нижняя кривая
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option.UPPER_CURVE = Верхняя кривая
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option.COLOR_GRADING_ENABLED = Расширенная цветокоррекция
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@ -704,7 +700,7 @@ screen.Post_Processing.comment = Настройте параметры для в
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option.TAA_UPSCALING.comment = Переключите временное масштабирование. Это позволяет сохранить хорошее качество изображения с более низким разрешением при увеличении масштаба. таким образом, вы все равно можете получить высокое разрешение по сравнению с обычным увеличением и при этом получить лучшую производительность
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option.SCALE_FACTOR.comment = Настройте, с какой доли вашего разрешения увеличивать масштаб. Ниже 0,5 вообще не рекомендуется, я использую это только как опцию, потому что это забавно :P
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screen.COLOR_GRADING.comment = Расширенные возможности цветокоррекции
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option.TONE_CURVE.comment = Включите кривую тона. Это не зависит от цветокоррекции и применяется в первую очередь
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option.LUMINANCE_CURVE.comment = Включите кривую тона. Это не зависит от цветокоррекции и применяется в первую очередь
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option.COLOR_GRADING_ENABLED.comment = Включите цветовую градацию. Ползунки RGB не будут влиять на яркость. Это применяется после кривой тона
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option.RESOURCEPACK_SKY.comment = Включите поддержку неба пакета ресурсов. Настройте параметры так, чтобы использовать все небо пакета ресурсов или сохранить солнце и луну шейдера. §aНАГРУЗКА:§r очень низкая
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@ -1,7 +1,4 @@
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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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option.SHADER_VERSION_LABEL = Bliss In-Dev Commit Number
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# if you're here to translate, this is a joke, these don't do what they say
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profile.QUALITY=质量
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@ -408,7 +405,7 @@ screen.Post_Processing = 后期处理
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option.TAA_UPSCALING = TAA 升采样
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option.SCALE_FACTOR = 放大倍率
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screen.COLOR_GRADING = 颜色分级
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option.TONE_CURVE = 色调曲线
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option.LUMINANCE_CURVE = 色调曲线
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option.LOWER_CURVE = 下部曲线
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option.UPPER_CURVE = 上部曲线
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option.COLOR_GRADING_ENABLED = 颜色分级
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@ -649,7 +646,7 @@ screen.Post_Processing.comment = 配置所有后处理效果设置, 从抗锯齿
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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.
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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
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screen.COLOR_GRADING.comment = 高级调色选项.
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option.TONE_CURVE.comment = 启用色调曲线. 独立于颜色分级且首先应用.
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option.LUMINANCE_CURVE.comment = 启用色调曲线. 独立于颜色分级且首先应用.
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option.COLOR_GRADING_ENABLED.comment = 启用颜色分级. RGB 滑块不会影响亮度. 在色调曲线之后应用.
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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.
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