mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
reorginized settings.glsl and removed old settings. removed all text descriptions so i can write them in the lang files
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@ -16,14 +16,15 @@ screen.Direct_Light = Direct Light
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screen.Subsurface_Scattering = Sub-Surface Scattering
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option.LabSSS_Curve = LabSSS Curve
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option.MISC_BLOCK_SSS = SSS for random blocks
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option.MOB_SSS = SSS for mobs
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option.Ambient_SSS = SSS from the sky
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option.ambientsss_brightness = Sky SSS Brightness
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option.SSS_TYPE = Mode
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option.SSS_TYPE.comment = Hardcoded means that the shader defines what gets SSS or not. LabSSS means that the resourcepack defines what gets SSS or not. RTX is no SSS at all lmao. i had to steal this formatting, RRe36
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value.SSS_TYPE.0 = RTX
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value.SSS_TYPE.1 = Hardcoded only
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value.SSS_TYPE.2 = Hardcoded + LabSSS
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value.SSS_TYPE.3 = LabSSS only
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value.SSS_TYPE.0 = RTX
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value.SSS_TYPE.1 = Hardcoded only
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value.SSS_TYPE.2 = Hardcoded + LabSSS
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value.SSS_TYPE.3 = LabSSS only
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screen.Ambient_light = Ambient Light
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@ -42,7 +43,7 @@ screen.Ambient_light = Ambient Light
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value.indirect_effect.4 = SSGI
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screen.Ambient_Colors = Ambient Light Color
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option.ambient_temp = Tempurature
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option.ambient_temp = Temperature
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option.AmbientLight_R = Red Amount
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option.AmbientLight_G = Green Amount
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option.AmbientLight_B = Blue Amount
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@ -196,7 +197,6 @@ screen.LabPBR = Lab PBR
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option.Emissive_Brightness = Emission Multiplier
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option.Emissive_Curve = Emission Curve
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option.EMISSIVE_TYPE = Mode
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option.EMISSIVE_TYPE.comment = Hardcoded means that the shader defines what gets emission or not. Lab emission means that the resourcepack defines what gets emission or not.
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value.EMISSIVE_TYPE.0 = No emission
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value.EMISSIVE_TYPE.1 = Hardcoded only
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value.EMISSIVE_TYPE.2 = Hardcoded + Lab Emission
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@ -227,10 +227,21 @@ option.DOF_QUALITY=Depth Of Field
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value.DOF_QUALITY.4=Ultra
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option.DOF_ANAMORPHIC_RATIO=Anamorphic Ratio
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option.AEROCHROME_MODE=Aerochrome Mode
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option.AEROCHROME_MODE.comment=Infrared Film. Google "Aerochrome" to get an idea of what it does.
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option.AEROCHROME_PINKNESS=Aerochrome Red:Pink Ratio
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option.AEROCHROME_PINKNESS.comment=Higher = Pink. Lower = Red
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option.AEROCHROME_WOOL_ENABLED=Aerochrome Wool
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option.AEROCHROME_WOOL_ENABLED.comment=Technically wool things should be affected but it ruins a lot of builds. Enable to be more technically correct.
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option.AEROCHROME_MODE.comment = Infrared Film. Google "Aerochrome" to get an idea of what it does.
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option.AEROCHROME_PINKNESS.comment = Higher = Pink. Lower = Red
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option.AEROCHROME_WOOL_ENABLED.comment = Technically wool things should be affected but it ruins a lot of builds. Enable to be more technically correct.
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option.SSS_TYPE.comment = Hardcoded means that the shader defines what gets SSS or not. LabSSS means that the resourcepack defines what gets SSS or not. RTX is no SSS at all lmao. i had to steal this formatting, RRe36
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option.EMISSIVE_TYPE.comment = Hardcoded means that the shader defines what gets emission or not. Lab emission means that the resourcepack defines what gets emission or not.
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option.MOB_SSS.comment = Toggle Sub-Surface Scattering for mobs. players are included.
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option.MISC_BLOCK_SSS.comment = Toggle Sub-Surface Scattering for random blocks it may not fit. this is for grass and sand mostly.
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@ -195,7 +195,6 @@ screen.World = Mundo
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option.Vanilla_like_water=Água Estilo Vanilla
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option.Vanilla_like_water.comment=Água com cor e textura vanilla
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option.Dirt_Amount = Quantidade de Sujeira
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option.Dirt_Mie_Phase=Fase de Mie na Sujeira
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option.rayMarchSampleCount=Amostragem de Ray Marching
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option.USE_QUARTER_RES_DEPTH=Usar Profundidade em 1/4 de Resolução
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option.Water_Top_Layer = Coordenada Y do Oceano
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@ -217,8 +216,7 @@ screen.Post_Processing = Pós-Pocessamento
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option.BLOOM_STRENGTH = Multiplicador de Bloom
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option.BLOOM_QUALITY=Qualidade do Bloom
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screen.TAA_OPTIONS = Antisserrilhamento
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option.SCREENSHOT_MODE = Modo Screenshot
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option.SPLIT_RENDER=Dividir Renderização
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option.SCREENSHOT_MODE = Modo Screenshot
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option.TAA = TAA
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option.BLEND_FACTOR = Coeficiente de Mistura
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option.TAA_UPSCALING = Upscale Temporal
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@ -259,7 +257,6 @@ screen.LabPBR = Lab PBR
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screen.Emissives = Emissivos
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option.Emissive_Brightness = Multiplicador de Emissão
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option.LabPBR_Emissives=Emissivos LabPBR
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option.Emissive_Curve = Curva de Emissão
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option.EMISSIVE_TYPE = Modo
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option.EMISSIVE_TYPE.comment = Hardcoded significa que o shaders define o que tem emissão. Emissão Lab significa que o resourcepack define o que tem emissão.
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