Переведи на русский с адаптацией. 
Слова в скобках должны начинаться со строчной буквы.
«Periwinkle» — это «Барвинок».
Low, Balanced, Ultra — это названия уровней качества, добавляй к ним слово «качество».
«Vanilla» — это «ваниль».
«Ultra» — это «максимальное».

А вот и сам текст для перевода:

# Profiles

# AESTHETIC PINKY PROFILES
profile.PVANILLAOH=§dRose Quartz §7(§fVanilla§e+§7)
profile.PLOW=§dRose Quartz §7(§eLow§7)
profile.PMEDIUM=§dRose Quartz §7(§aBalanced§7)
profile.PQUALITY=§dRose Quartz §7(§6Quality§7)
profile.PHQ=§dRose Quartz §7(§5Ultra§7)

# SKY BLUE PROFILES
profile.BVANILLAOH=§bPeriwinkle §7(§fVanilla§e+§7)
profile.BLOW=§bPeriwinkle §7(§eLow§7)
profile.BMEDIUM=§bPeriwinkle §7(§aBalanced§7)
profile.BQUALITY=§bPeriwinkle §7(§6Quality§7)
profile.BHQ=§bPeriwinkle §7(§5Ultra§7)

# YELLOWY PROFILES
profile.YVANILLAOH=§eLemon §7(§fVanilla§e+§7)
profile.YLOW=§eLemon §7(§eLow§7)
profile.YMEDIUM=§eLemon §7(§aBalanced§7)
profile.YQUALITY=§eLemon §7(§6Quality§7)
profile.YHQ=§eLemon §7(§5Ultra§7)

# DESCRIPTION
profile.comment=§dPa§bst§eel§f Color Options:. • §dRose Quartz §7(Pink-ish). • §bPeriwinkle §7(Blue-ish). • §eLemon §7(Yellow-ish). §r. §m==================================================. §r. §eLow§f: Low shadows and effects, no reflections. §aBalanced§f: Medium shadows and some effects, with some reflections. §6Quality§f: High shadows with full effects and reflections. §5Ultra§f: Higher quality and sharper shadows.

# Screens
screen.LIGHTING=§0❏§r Shadows and Lighting
screen.LIGHTING.comment=§eShadow quality. Ambient Occlusion. Desaturation. Dynamic Handlight. Toon Lightmap. White World.
screen.ALTGLOWING=Glowing Config

screen.MATERIAL=§e☼§r Material & Reflections
screen.MATERIAL.comment=§d[!]§r Enable “Reflective Surfaces” if you are using a shader-ready resource pack with normal and specular mapping. §eReflections. Parallax. Emissive light.
screen.SPECULAR=Specular & Reflections
screen.NORMALS=Normals & Parallax

screen.ATMOSPHERICS=§3☁§r Ambient Effects
screen.ATMOSPHERICS.comment=§eClouds. Sky. Aurora. Sun and moon. Fog. Light Shafts. Weather.
screen.SKY=Sky Config
screen.CLOUDS=Cloud Config

screen.WATER=§b🌊§r Water Quality

screen.POST_EFFECTS=§e▓§r Post-Processing
screen.BLOOM=Bloom Config

screen.CGT=§l▓§r Color Grading & Tonemap
screen.COLOR_GRADING=Color Grading Config
screen.CG_R=Red Channel
screen.CG_G=Green Channel
screen.CG_B=Blue Channel
screen.CG_T=Tint

screen.COLOR=§4⬤§2⬤§1⬤§r Coloring
screen.LIGHT_COLOR=Lighting Color
screen.LIGHT_M=Light (Morning)
screen.AMBIENT_M=Ambient (Morning)
screen.LIGHT_D=Light (Day)
screen.AMBIENT_D=Ambient (Day)
screen.LIGHT_E=Light (Evening)
screen.AMBIENT_E=Ambient (Evening)
screen.LIGHT_N=Light (Night)
screen.AMBIENT_N=Ambient (Night)
screen.MINLIGHT=Minimum Light
screen.BLOCKLIGHT_COLOR=Blocklight Color
screen.SKY_COLOR=Sky Color
screen.WATER_COLOR=Water Color
screen.WEATHER_COLOR=Weather Color
screen.WEATHER_R=Rain (Normal)
screen.WEATHER_C=Snowfall
screen.WEATHER_D=Desert Sandstorm
screen.WEATHER_B=Mesa Sandstorm
screen.WEATHER_S=Swamp Rain
screen.WEATHER_M=Mushroom Island Rain
screen.WEATHER_V=Savanna Cloudy
screen.AURORA_COLOR=Aurora Color
screen.AURORA_L=Low Section Color
screen.AURORA_H=High Section Color
screen.DIMENSION_COLOR=Dimension Color
screen.NETHER_COLOR=§cNether Color§r
screen.NETHER_N=§cNether Wastes§r
screen.NETHER_V=§3Soul Sand Valley§r
screen.NETHER_C=§cCrimson Forest§r
screen.NETHER_W=§3Warped Forest§r
screen.NETHER_B=§7Basalt Deltas§r
screen.END_COLOR=§dEnd Color§r

screen.QUICKOPTIONS=§e✏ §f§lQuick Options§r
screen.ADVANCEDOPTIONS=§e✏ §f§lAdvanced Options§r
screen.NIGHTOPTIONS=§3§lNight Options§r
screen.DAYOPTIONS=§6§lDay Options§r
screen.FOGOPTIONS=§7§lFog Options§r
screen.OTHEROPTIONS=§e§lGraphics Options§r
screen.MISCLIGHTING=§b§lLighting Options§r

screen.WORLD=§e⌛§r Animations & Curvature
screen.WAVING=Block animations
screen.CURVATURE=Curvature

# Settings
option.ABOUT=§d§lPa§b§lst§e§lel §f§lShaders§r §4♥§r
option.ABOUT.comment=§dPastel Shaders§r is made with §4♥§r by §dElocinDev§r. Based off §eInsanity§r by §eElocinDev§r. §eInsanity§r is based off §eBSL Shaders§r, made by §eCapt Tatsu§r. §3§nwww.bitslablab.com
value.ABOUT.0=v1.200

# Insanity Additions
option.B_STRENGTH=§bBeacon Beam Strength§r
value.B_STRENGTH.1.0=§7Dimmest
value.B_STRENGTH.6.0=§7Kinda bloomy
value.B_STRENGTH.12.0=§7Bloomy (Default)
value.B_STRENGTH.15.0=§7Brightest

option.SPIDER_STRENGTH=§cSpider Eye Glow§r
option.SPIDER_STRENGTH.comment=§eDefines the strength of the glow in spider’s eyes.
value.SPIDER_STRENGTH.0.0=§7None
value.SPIDER_STRENGTH.1.0=§7Very low
value.SPIDER_STRENGTH.3.0=§7Low (Default)
value.SPIDER_STRENGTH.4.5=§7Medium
value.SPIDER_STRENGTH.6.5=§7High
value.SPIDER_STRENGTH.8.0=§7Very high
value.SPIDER_STRENGTH.11.0=§7Extreme

# Lighting
option.shadowMapResolution=Shadow Quality
option.shadowMapResolution.comment=Adjusts shadowmap size. §e[]§rHigher resolution gives sharper shadows, but reduces performance. §nBalanced shadows are recommended.
value.shadowMapResolution.0=§4Shadowless§r
value.shadowMapResolution.256=§cPotato §7(256)§r
value.shadowMapResolution.512=Best Performance (512)
value.shadowMapResolution.1024=Performance (1024)
value.shadowMapResolution.2048=Balanced (2048)
value.shadowMapResolution.3072=Cinematic (3072)
value.shadowMapResolution.4096=Cinematic 4K (4096)
value.shadowMapResolution.8192=Cinematic 8K (8192)

option.shadowDistance=Shadow Distance
option.shadowDistance.comment=Adsusts shadow distance.

option.SHADOW_COLOR=Colored Shadow
option.SHADOW_COLOR.comment=Enables tinted shadow from translucents. §a[+]§rUsed for colored volumetric light shafts. §c[-]§rSlightly higher performance cost when using shadow filtering.

option.SHADOW_FILTER=Shadow Filtering
option.SHADOW_FILTER.comment=Enables shadow filtering. §a[+]§rThis effect benefits from TAA.

option.sunPathRotation=Sun Path Rotation
option.sunPathRotation.comment=Adjusts sun angle.

option.SHADOW_PIXEL=Pixel Locked Shadows
option.SHADOW_PIXEL.comment=Applies pixelation effect on shadows.
value.SHADOW_PIXEL.0=OFF

option.AO=Ambient Occlusion
option.AO.comment=Adds soft shadows around surface contact or intersection.

option.AO_STRENGTH=AO Strength
option.AO_STRENGTH.comment=Adjusts ambient occlusion strength.

option.DESATURATION=Desaturation
option.DESATURATION.comment=Reduces saturation while adding some tint in darker areas.

option.DESATURATION_FACTOR=Max Desaturation Factor
option.DESATURATION_FACTOR.comment=Adjusts the maximum amount of desaturation applied.
value.DESATURATION_FACTOR.2.0=Very Low
value.DESATURATION_FACTOR.1.5=Low
value.DESATURATION_FACTOR.1.0=Medium
value.DESATURATION_FACTOR.0.5=High
value.DESATURATION_FACTOR.0.0=Very High

option.DYNAMIC_HANDLIGHT=Dynamic Handlight
option.DYNAMIC_HANDLIGHT.comment=Allows blocklight to be emitted from view when holding certain objects.

option.TOON_LIGHTMAP=Toon Lightmap
option.TOON_LIGHTMAP.comment=Reduces the quality of vanilla lighting for cel shading. §e[]§rThis option is known for making your game “look bad”, only enable this when you need it.

option.WHITE_WORLD=White World
option.WHITE_WORLD.comment=Replaces textures with flat white color.

# Material
option.ADVANCED_MATERIALS=§lReflective Surfaces§r
option.ADVANCED_MATERIALS.comment=Enables the use of specular and normal mapping which allows for more detail on various things. §e[]§rThis option requires a resource pack which contains specular and/or normal maps, disable this if you don’t use one. §e[]§rOptions which requires Reflective Surfaces are indicated by , changing these options won’t affect the visuals or performance while Reflective Surfaces is disabled.

option.MATERIAL_FORMAT=Material Format
option.MATERIAL_FORMAT.comment=Determines the specular and normal map format used by the resourcepack. §e[]§rTexture artists usually tell which format is used in their resourcepack, using the wrong format may give weird results.
value.MATERIAL_FORMAT.0=SEUS/Old PBR
value.MATERIAL_FORMAT.1=labPBR 1.3

option.SSS=Subsurface Scattering
option.SSS.comment=Allows light to penetrate and scatter through certain blocks.
value.SSS.0=§cOFF
value.SSS.1=AdvMat Only
value.SSS.2=Full

option.SSS_QUALITY=SSS Quality
option.SSS_QUALITY.comment=Adjusts subsurface scattering quality.
value.SSS_QUALITY.0=Low
value.SSS_QUALITY.1=High

option.EMISSIVE=Emissive
option.EMISSIVE.comment=Allows certain surfaces to be brighter.
value.EMISSIVE.0=§cOFF
value.EMISSIVE.1=AdvMat Only*
value.EMISSIVE.2=Full

option.ALBEDO_BALANCING=Albedo Balancing
option.ALBEDO_BALANCING.comment=Reduces brightness of very bright colored surfaces.

option.ALPHA_BLEND=Alpha Blending
option.ALPHA_BLEND.comment=TBA.
value.ALPHA_BLEND.0=Gamma
value.ALPHA_BLEND.1=Linear

# Specular & Reflections
option.REFLECTION=Reflections
option.REFLECTION.comment=Enables reflections on water and translucents.
value.REFLECTION.0=§cOFF
value.REFLECTION.1=Sky & Specular Only
value.REFLECTION.2=Full

option.REFLECTION_TRANSLUCENT=Translucent Reflections
option.REFLECTION_TRANSLUCENT.comment=Allows reflection to be rendered on translucent surfaces, such as stained glass, ice, slime blocks, and more.

option.REFLECTION_SPECULAR=Specular Reflection*
option.REFLECTION_SPECULAR.comment=Enables reflection on smooth or metallic surfaces.

option.REFLECTION_RAIN=Rain Reflection*
option.REFLECTION_RAIN.comment=Allows surfaces to be wet while raining. §e[]§rRequires specular reflection.

option.REFLECTION_ROUGH=Rough Reflection
option.REFLECTION_ROUGH.comment=Allows surfaces with lower smoothness to render blurry reflections. §c[-]§rMay contain minor artifacts.

option.REFLECTION_PREVIOUS=Previous Frame Reflection
option.REFLECTION_PREVIOUS.comment=Allows translucents to be reflected by using previous frame information. §c[-]§rMay cause missing reflection on screenshot (caused by screenshot size setting). §c[-]§rIncompatible with some GPUs. §c[-]§rBugged in 1.7.10.

option.SPECULAR_HIGHLIGHT_ROUGH=Rough Specular Highlight
option.SPECULAR_HIGHLIGHT_ROUGH.comment=Allows rough surfaces to have weak gloss.

option.ALBEDO_METAL=Albedo Tinted Hardcoded Metal*
option.ALBEDO_METAL.comment=Applies base texture as tint on hardcoded metallic surfaces. §e[]§rWorks on labPBR material format only.

# Normals & Parallax
option.PARALLAX=Parallax Occlusion Mapping
option.PARALLAX.comment=Adds displacement on a surface using height map.

option.PARALLAX_DEPTH=Parallax Depth*
option.PARALLAX_DEPTH.comment=Adjusts parallax deepness.
value.PARALLAX_DEPTH.0.05=5 cm
value.PARALLAX_DEPTH.0.10=10 cm
value.PARALLAX_DEPTH.0.15=15 cm
value.PARALLAX_DEPTH.0.20=20 cm
value.PARALLAX_DEPTH.0.25=25 cm
value.PARALLAX_DEPTH.0.30=30 cm
value.PARALLAX_DEPTH.0.35=35 cm
value.PARALLAX_DEPTH.0.40=40 cm
value.PARALLAX_DEPTH.0.45=45 cm
value.PARALLAX_DEPTH.0.50=50 cm

option.PARALLAX_QUALITY=Parallax Samples*
option.PARALLAX_QUALITY.comment=Adjusts the quality of parallax occlusion mapping.

option.PARALLAX_DISTANCE=Parallax Distance*
option.PARALLAX_DISTANCE.comment=Adjusts how far parallax occlusion mapping and self shadows can be rendered.

option.SELF_SHADOW=Self Shadows*
option.SELF_SHADOW.comment=Allows a surface to cast shadow to itself using heightmap.

option.SELF_SHADOW_ANGLE=Self Shadows Angle*
option.SELF_SHADOW_ANGLE.comment=Adjusts the self shadowing angle, higher value allows the shadow to travel further.

option.SELF_SHADOW_QUALITY=Self Shadows Samples*
option.SELF_SHADOW_QUALITY.comment=Adjusts the quality of self shadowing.

option.SELF_SHADOW_STRENGTH=Self Shadows Strength*
option.SELF_SHADOW_STRENGTH.comment=Adjusts the intensity of self shadowing.

option.DIRECTIONAL_LIGHTMAP=Directional Lightmap*
option.DIRECTIONAL_LIGHTMAP.comment=Adds normal mapping to vanilla lighting. §c[-]§rLightmap may glitch with this effect enabled.

option.DIRECTIONAL_LIGHTMAP_STRENGTH=Dir. Lightmap Strength*
option.DIRECTIONAL_LIGHTMAP_STRENGTH.comment=Adjusts the intensity of Directional Lightmap.
value.DIRECTIONAL_LIGHTMAP_STRENGTH.2.0=Very Low
value.DIRECTIONAL_LIGHTMAP_STRENGTH.1.4=Low
value.DIRECTIONAL_LIGHTMAP_STRENGTH.1.0=Medium
value.DIRECTIONAL_LIGHTMAP_STRENGTH.0.7=High
value.DIRECTIONAL_LIGHTMAP_STRENGTH.0.5=Very High

option.NORMAL_DAMPENING=Normal Dampening*
option.NORMAL_DAMPENING.comment=Reduces normal map strength to prevent reflections being too noisy.

option.NORMAL_PLANTS=Up-facing Plants
option.NORMAL_PLANTS.comment=Adjusts plant shading. §e[]§rDisable this if non-flat plant model is used or normal map applied on plants.

# Atmospherics
option.CLOUDS=§3☁ §f§lClouds style
option.CLOUDS.comment=Enables clouds. §a[+]§rDefault clouds benefits from TAA. §e[]§rVanilla-like clouds requires vanilla cloud setting set to default or on.
value.CLOUDS.0=§cNone
value.CLOUDS.1=Insanity-like
value.CLOUDS.2=Vanilla

option.SKY_DESATURATION=Sky Desaturation
option.SKY_DESATURATION.comment=Reduces saturation while adding some tint to the skybox at night

option.AURORA=§e★ §f§lAurora Borealis
option.AURORA.comment=Enables aurora. By default is shown in every biome, by enabling biome specific weather will make them appear only in snowy biomes. §a[+]§rThis effect benefits from TAA.

option.ROUND_SUN_MOON=Round Sun & Moon
option.ROUND_SUN_MOON.comment=Enables shader based sun & moon. §e[]§rDisable vanilla sun & moon in Video Settings > Details > Sun & Moon on 1.15.2 or below.

option.DISTANT_FADE=Distant Fade
option.DISTANT_FADE.comment=Fades far chunk borders. §e[]§rThis option is affected by fog density.
value.DISTANT_FADE.0=§cOFF
value.DISTANT_FADE.1=Overworld Only
value.DISTANT_FADE.2=Nether & End Only
value.DISTANT_FADE.3=Full

option.DISTANT_FADE_STYLE=Distant Fade Style
option.DISTANT_FADE_STYLE.comment=Spherical works like vanilla fog. Cylindrical ignores Y axis.
value.DISTANT_FADE_STYLE.0=Spherical
value.DISTANT_FADE_STYLE.1=Cylindrical

option.WEATHER_PERBIOME=Per Biome Weather
option.WEATHER_PERBIOME.comment=Use varied weather color for different biomes. §c[-]§rMay not work under unknown conditions.

option.UNDERGROUND_SKY=Underground Sky Fix
option.UNDERGROUND_SKY.comment=Hides the sky when the player is in dark area and under sea level (Y: 62). §c[-]§rNot suitable for low superflat worlds.

option.LIGHT_SHAFT=Light Shafts
option.LIGHT_SHAFT.comment=Adds volumetric rays from sun / moon. §a[+]§rThis effect benefits from TAA. §e[]§rPerformance depends on Shadow Quality (Resolution).

option.LIGHT_SHAFT_STRENGTH=Light Shaft Strength
option.LIGHT_SHAFT_STRENGTH.comment=Adjusts light shaft strength.

option.FOG_DENSITY=Fog Amount
option.FOG_DENSITY.comment=Adjusts fog density. §e[]§rThis option is ignored in the nether.

option.WEATHER_OPACITY=Weather Opacity
option.WEATHER_OPACITY.comment=Adjusts weather opacity.

# Sky Config
option.SKY_DENSITY_D=Day Density
option.SKY_EXPOSURE_D=Day Exposure
option.SKY_DENSITY_N=Night Density
option.SKY_EXPOSURE_N=Night Exposure
option.SKY_DENSITY_W=Weather Density
option.SKY_EXPOSURE_W=Weather Exposure
option.SKY_HORIZON_N=Near Horizon
option.SKY_HORIZON_F=Far Horizon
option.SKY_GROUND=Sky Ground
option.SKY_GROUND.comment=Darkens the bottom part of the sky. §e[]§rThis option is affected by fog density.
value.SKY_GROUND.0=§cOFF
value.SKY_GROUND.1=Reflections Only
value.SKY_GROUND.2=Full

option.SKYBOX_BRIGHTNESS=Skybox Brightness
option.SKYBOX_BRIGHTNESS.comment=Adjusts skybox brightness. §e[]§rSet to 1.00 when subtractive skybox exists.

# Cloud Config
option.CLOUD_THICKNESS=Thickness
option.CLOUD_THICKNESS.comment=Adjusts cloud thickness, higher thickness makes artifacts more visible.
value.CLOUD_THICKNESS.1 =Very Low
value.CLOUD_THICKNESS.2 =Low
value.CLOUD_THICKNESS.4 =Medium
value.CLOUD_THICKNESS.8 =High
value.CLOUD_THICKNESS.16=Very High

option.CLOUD_AMOUNT=Amount
option.CLOUD_AMOUNT.comment=Adjusts cloud amount.
value.CLOUD_AMOUNT.12.0=Very Low
value.CLOUD_AMOUNT.11.0=Low
value.CLOUD_AMOUNT.10.0=Medium
value.CLOUD_AMOUNT.9.0=High
value.CLOUD_AMOUNT.8.0 =Very High

option.CLOUD_HEIGHT=Height
option.CLOUD_HEIGHT.comment=Adjusts cloud height.
value.CLOUD_HEIGHT.5.0 =Very Low
value.CLOUD_HEIGHT.7.5=Low
value.CLOUD_HEIGHT.10.0=Medium
value.CLOUD_HEIGHT.12.5=High
value.CLOUD_HEIGHT.15.0=Very High

option.CLOUD_SPEED=Speed
option.CLOUD_SPEED.comment=Adjusts cloud speed.

option.CLOUD_OPACITY=Opacity
option.CLOUD_OPACITY.comment=Adjusts cloud opacity.

option.CLOUD_BRIGHTNESS=Brightness
option.CLOUD_BRIGHTNESS.comment=Adjusts cloud brightness.

# Water
option.WATER_MODE=Water Texture Mode
option.WATER_MODE.comment=Determine whether vanilla water texture should be used. Default : shader’s flat water color, no texture. Vanilla : vanilla texture. Tinted Vanilla : vanilla texture with shader’s water color. Flat Vanilla : vanilla’s flat water color.
value.WATER_MODE.0=Default
value.WATER_MODE.1=Vanilla
value.WATER_MODE.2=Tinted Vanilla
value.WATER_MODE.3=Flat Vanilla

option.WATER_ALPHA_MODE=Water Alpha Mode
option.WATER_ALPHA_MODE.comment=Determine whether the water uses shader based or texture alpha value. §e[]§rSome effect will keep using shader based alpha value.
value.WATER_ALPHA_MODE.0=Flat
value.WATER_ALPHA_MODE.1=Vanilla

option.WATER_NORMALS=Normals
option.WATER_NORMALS.comment=Enables realtime-generated normal mapping for water.
value.WATER_NORMALS.0=§cOFF
value.WATER_NORMALS.1=Worley
value.WATER_NORMALS.2=Perlin

option.WATER_PARALLAX=Parallax
option.WATER_PARALLAX.comment=Enables water displacement.

option.WATER_DETAIL=Detail
option.WATER_DETAIL.comment=Adjusts the ratio between large and small water normals.
value.WATER_DETAIL.0.05=5%
value.WATER_DETAIL.0.10=10%
value.WATER_DETAIL.0.15=15%
value.WATER_DETAIL.0.20=20%
value.WATER_DETAIL.0.25=25%
value.WATER_DETAIL.0.30=30%
value.WATER_DETAIL.0.35=35%
value.WATER_DETAIL.0.40=40%
value.WATER_DETAIL.0.45=45%
value.WATER_DETAIL.0.50=50%

option.WATER_BUMP=Bumpiness
option.WATER_BUMP.comment=Adjusts the intensity of water normals.

option.WATER_SHARPNESS=Sharpness
option.WATER_SHARPNESS.comment=Adjusts the sharpness of water normals.
value.WATER_SHARPNESS.0.8=Low
value.WATER_SHARPNESS.0.5=Medium
value.WATER_SHARPNESS.0.2=High

option.WATER_SPEED=Speed
option.WATER_SPEED.comment=Adjusts the noise speed for water normals.

option.WATER_FOG_DENSITY=Water Fog Density
option.WATER_FOG_DENSITY.comment=Adjusts water fog density.

option.WATER_PIXEL=Pixel Lock
option.WATER_PIXEL.comment=Applies pixelation effect on water normals.
value.WATER_PIXEL.0=OFF

# Post Effects
option.DOF=Depth of Field
options.DOF.comment=Enables camera focus effect.
option.DOF_STRENGTH=DoF Strength
option.DOF_STRENGTH.comment=Adjusts the focus strength, higher value blurs quicker.

option.MOTION_BLUR=Motion Blur
option.MOTION_BLUR.comment=Enables camera motion based blurring.

option.MOTION_BLUR_STRENGTH=Motion Blur Strength
option.MOTION_BLUR_STRENGTH.comment=Adjusts motion blur intensity.

option.BLOOM=Bloom
option.BLOOM.comment=Allows bright areas to glow.

option.LENS_FLARE=Lens Flare
option.LENS_FLARE.comment=Enables lens flare.

option.LENS_FLARE_STRENGTH=Lens Flare Strength
option.LENS_FLARE_STRENGTH.comment=Adjusts lens flare intensity.

option.FXAA=FXAA
option.FXAA.comment=Enables fast approximate anti-aliasing, done by smoothing out edges with minimal performance cost. §e[]§rPlease disable Antialiasing in Shaders menu while this option is enabled.

option.TAA=Temporal Anti-Aliasing §a(TAA)§r
option.TAA.comment=Enables temporal anti-aliasing, done by smart frame blending which captures improves tiny details and some effects. §e[]§rSharpening included. §e[]§rPlease disable Antialiasing in Shaders menu while this option is enabled.

option.VIGNETTE=Vignette
option.Vignette.comment=Fades the edge of the screen to black. §e[]§rDisable for 360 imaging.

option.DIRTY_LENS=Dirty Lens
option.DIRTY_LENS.comment=Adds dusty particle effect to bloom. §e[]§rRequires bloom.

option.RETRO_FILTER=Retro Filter
option.RETRO_FILTER.comment=Adds pixelation and dithering. §e[]§rLower render quality for stronger pixelation. §c[-]§rIncompatible with anti-aliasing.

option.OUTLINE=Outline
option.OUTLINE.comment=Enables outline effect.
value.OUTLINE.0=OFF
value.OUTLINE.1=Black
value.OUTLINE.2=Colored
value.OUTLINE.3=1.12 Update Art
value.OUTLINE.4=Dungeons

option.CHROMATIC_ABERRATION=Chromatic Aberration
option.CHROMATIC_ABERRATION.comment=Adds color distortion around the borders.
value.CHROMATIC_ABERRATION.0=OFF
value.CHROMATIC_ABERRATION.1=Weak
value.CHROMATIC_ABERRATION.2=Strong

# Bloom
option.BLOOM_STRENGTH=Strength
option.BLOOM_STRENGTH.comment=Adjusts bloom intensity.

option.BLOOM_CONTRAST=Contrast
option.BLOOM_CONTRAST.comment=Adjusts whether the bloom should preserve color contrast or detail visibility. Higher value preserves color contrast while lower value preserves detail visibility.
value.BLOOM_CONTRAST.-4=-1.00
value.BLOOM_CONTRAST.-3=-0.75
value.BLOOM_CONTRAST.-2=-0.50
value.BLOOM_CONTRAST.-1=-0.25
value.BLOOM_CONTRAST.0=0.00
value.BLOOM_CONTRAST.1=0.25
value.BLOOM_CONTRAST.2=0.50
value.BLOOM_CONTRAST.3=0.75
value.BLOOM_CONTRAST.4=1.00

option.BLOOM_RADIUS=Radius
option.BLOOM_RADIUS.comment=Adjusts how far the glow spreads.
value.BLOOM_RADIUS.1=Minimum
value.BLOOM_RADIUS.2=Very Low
value.BLOOM_RADIUS.3=Low
value.BLOOM_RADIUS.4=Medium
value.BLOOM_RADIUS.5=High
value.BLOOM_RADIUS.6=Very High
value.BLOOM_RADIUS.7=Maximum

# Color Grading & Tonemap
option.EXPOSURE=Exposure
option.TonemapExposure.comment=Adjusts overall brightness.

option.AUTO_EXPOSURE=Auto Exposure
option.AUTO_EXPOSURE.comment=Enables automatic adjustment to overall brightness.

option.COLOR_GRADING=Color Grading
option.COLOR_GRADING.comment=Enables color grading. §e[]§rThis option doesn’t need to be enabled to change tonemap, saturation, and vibrance sliders.

option.TONEMAP_WHITE_CURVE=Tonemap White Curve
option.TONEMAP_WHITE_CURVE.comment=Adjusts how quickly the tonemap can reach white.

option.TONEMAP_LOWER_CURVE=Tonemap Lower Curve
option.TONEMAP_LOWER_CURVE.comment=Adjusts contrast of darker colors.

option.TONEMAP_UPPER_CURVE=Tonemap Upper Curve
option.TONEMAP_UPPER_CURVE.comment=Adjusts contrast of brighter colors.

option.SATURATION=Saturation
option.SATURATION.comment=Adjusts saturation of all colors.

option.VIBRANCE=Vibrance
option.VIBRANCE.comment=Adjusts saturation of less saturated colors, well saturated colors are less affected.

# Color Grading Config
option.CG_RR=Red - Red Value
option.CG_RG=Red - Green Value
option.CG_RB=Red - Blue Value
option.CG_RI=Red Strength Value
option.CG_RM=Minimal Red Value
option.CG_RC=Red Curve Value

option.CG_GR=Green - Red Value
option.CG_GG=Green - Green Value
option.CG_GB=Green - Blue Value
option.CG_GI=Green Strength Value
option.CG_GM=Minimal Green Value
option.CG_GC=Green Curve Value

option.CG_BR=Blue - Red Value
option.CG_BG=Blue - Green Value
option.CG_BB=Blue - Blue Value
option.CG_BI=Blue Strength Value
option.CG_BM=Minimal Blue Value
option.CG_BC=Blue Curve Value

option.CG_TR=Tint - Red Value
option.CG_TG=Tint - Green Value
option.CG_TB=Tint - Blue Value
option.CG_TI=Tint Strength Value
option.CG_TM=Tint Mix Value

# Color
option.LIGHT_MR=Red
option.LIGHT_MG=Green
option.LIGHT_MB=Blue
option.LIGHT_MI=Intensity

option.LIGHT_DR=Red
option.LIGHT_DG=Green
option.LIGHT_DB=Blue
option.LIGHT_DI=§6Day Intensity
value.LIGHT_DI.0.90=§7Default (0.90)

option.LIGHT_ER=Red
option.LIGHT_EG=Green
option.LIGHT_EB=Blue
option.LIGHT_EI=Intensity

option.LIGHT_NR=Red
option.LIGHT_NG=Green
option.LIGHT_NB=Blue
option.LIGHT_NI=§3Night Intensity
option.LIGHT_NI.comment=§eAdjusts the intensity of light at night. §cA value of 0.05 would make the darkest night.§c Ambient Night Light should be lower than this or the shadows will be brighter.
value.LIGHT_NI.0.65=§7Default (0.65)

option.AMBIENT_MR=Red
option.AMBIENT_MG=Green
option.AMBIENT_MB=Blue
option.AMBIENT_MI=Intensity

option.AMBIENT_DR=Red
option.AMBIENT_DG=Green
option.AMBIENT_DB=Blue
option.AMBIENT_DI=§6Day Ambient
value.AMBIENT_DI.0.45=§7Default (0.45)

option.AMBIENT_ER=Red
option.AMBIENT_EG=Green
option.AMBIENT_EB=Blue
option.AMBIENT_EI=Intensity

option.AMBIENT_NR=Red
option.AMBIENT_NG=Green
option.AMBIENT_NB=Blue
option.AMBIENT_NI=§3Night Ambient
option.AMBIENT_NI.comment=§eAdjusts the intensity of ambient light at night.
value.AMBIENT_NI.0.60=§7Default (0.60)

option.MINLIGHT_R=Red
option.MINLIGHT_G=Green
option.MINLIGHT_B=Blue
option.MINLIGHT_I=§3Minimum Light
option.MINLIGHT_I.comment=§eDefines the minimum light at zones with no lighting §esources. §cA value of 0 will make complete darkness. §cThis value should be lower than Night Intensity.
value.MINLIGHT_I.0.00=§70.00 (Complete Darkness)
value.MINLIGHT_I.0.10=§70.10 (Default)

option.BLOCKLIGHT_R=Red
option.BLOCKLIGHT_G=Green
option.BLOCKLIGHT_B=Blue
option.BLOCKLIGHT_I=Intensity

option.SKY_R=Red
option.SKY_G=Green
option.SKY_B=Blue
option.SKY_I=Intensity

option.WATER_R=Red
option.WATER_G=Green
option.WATER_B=Blue
option.WATER_I=Intensity
option.WATER_A=Alpha

option.WEATHER_RR=Red
option.WEATHER_RG=Green
option.WEATHER_RB=Blue
option.WEATHER_RI=Intensity

option.WEATHER_CR=Red
option.WEATHER_CG=Green
option.WEATHER_CB=Blue
option.WEATHER_CI=Intensity

option.WEATHER_DR=Red
option.WEATHER_DG=Green
option.WEATHER_DB=Blue
option.WEATHER_DI=Intensity

option.WEATHER_BR=Red
option.WEATHER_BG=Green
option.WEATHER_BB=Blue
option.WEATHER_BI=Intensity

option.WEATHER_SR=Red
option.WEATHER_SG=Green
option.WEATHER_SB=Blue
option.WEATHER_SI=Intensity

option.WEATHER_MR=Red
option.WEATHER_MG=Green
option.WEATHER_MB=Blue
option.WEATHER_MI=Intensity

option.WEATHER_VR=Red
option.WEATHER_VG=Green
option.WEATHER_VB=Blue
option.WEATHER_VI=Intensity

option.AURORA_LR=Red
option.AURORA_LG=Green
option.AURORA_LB=Blue
option.AURORA_LI=Intensity

option.AURORA_HR=Red
option.AURORA_HG=Green
option.AURORA_HB=Blue
option.AURORA_HI=Intensity

option.NETHER_NR=Red
option.NETHER_NG=Green
option.NETHER_NB=Blue
option.NETHER_NI=Intensity

option.NETHER_VR=Red
option.NETHER_VG=Green
option.NETHER_VB=Blue
option.NETHER_VI=Intensity

option.NETHER_CR=Red
option.NETHER_CG=Green
option.NETHER_CB=Blue
option.NETHER_CI=Intensity

option.NETHER_WR=Red
option.NETHER_WG=Green
option.NETHER_WB=Blue
option.NETHER_WI=Intensity

option.NETHER_BR=Red
option.NETHER_BG=Green
option.NETHER_BB=Blue
option.NETHER_BI=Intensity

option.END_R=Red
option.END_G=Green
option.END_B=Blue
option.END_I=Intensity

option.EMISSIVE_RECOLOR=Emissive Recolor
option.EMISSIVE_RECOLOR.comment=Tints certain emissive blocks with blocklight color.

option.SKY_VANILLA=Vanilla Sky
option.SKY_VANILLA.comment=Use vanilla sky color.

option.NETHER_VANILLA=Auto-Adjust Colors
option.NETHER_VANILLA.comment=Automatically adjusts colors and fog according to the biome, handled the vanilla way. This must be disabled if you want to change nether colors.

# World
option.WORLD_TIME_ANIMATION=World Time Animation
option.WORLD_TIME_ANIMATION.comment=Use ingame time for moving objects. §e[]§rThis option is mostly used when making cinematics.

option.ANIMATION_SPEED=Animation Speed
option.ANIMATION_SPEED.comment=Adjusts animation speed.

# Waving Blocks
option.WAVING_PLANT=Plants
option.WAVING_PLANT.comment=Allows various plants to wave.
option.WAVING_LEAF=Leaves
option.WAVING_LEAF.comment=Allows leaves to wave.
option.WAVING_LIQUID=Liquids
option.WAVING_LIQUID.comment=Allows water and lava to wave.
option.WAVING_EXTRA=Extras
option.WAVING_EXTRA.comment=Allows fire and lantern to wave.

# Curvature
option.WORLD_CURVATURE=World Curvature
option.WORLD_CURVATURE.comment=Enables world curvature. §e[]§rWorks in overworld only. §c[-]§rMissing chunks are handled by Minecraft itself which I can’t fix. §c[-]§rMay break block selection highlight on 1.17. §cEnabled by default only on Cinematic mode due to visual bugs.

option.WORLD_CURVATURE_SIZE=World Curvature Size
option.WORLD_CURVATURE_SIZE.comment=Adjusts world curvature size. Negative values will bend the world upwards.