Initial commit: Minecraft 光追着色器包(从零实现的 path tracing)
This commit is contained in:
@@ -0,0 +1,297 @@
|
||||
|
||||
option.MinecraftPT_INFO=§f§nMinecraftPT
|
||||
option.MinecraftPT_INFO.comment=MinecraftPT is an original path-traced shader pack. Visit the shader options to customize.
|
||||
option.MinecraftPT_VERSION=§f§lVersion 1.0.0
|
||||
option.PT_VOXEL=Path Tracing: Voxel
|
||||
option.PT_VOXEL_RESOLUTION=Voxel Resolution
|
||||
value.PT_VOXEL_RESOLUTION.4004=4x4 chunks
|
||||
value.PT_VOXEL_RESOLUTION.6004=6x4 chunks
|
||||
value.PT_VOXEL_RESOLUTION.8004=8x4 chunks
|
||||
value.PT_VOXEL_RESOLUTION.8006=8x6 chunks
|
||||
value.PT_VOXEL_RESOLUTION.8008=8x8 chunks
|
||||
value.PT_VOXEL_RESOLUTION.12004=12x4 chunks
|
||||
value.PT_VOXEL_RESOLUTION.12006=12x6 chunks
|
||||
value.PT_VOXEL_RESOLUTION.12008=12x8 chunks
|
||||
value.PT_VOXEL_RESOLUTION.16004=16x4 chunks
|
||||
value.PT_VOXEL_RESOLUTION.16008=16x8 chunks
|
||||
value.PT_VOXEL_RESOLUTION.16016=16x16 chunks
|
||||
option.PT_FULLBLOCK_VERIFICATION=Full Block Verification
|
||||
option.PT_FULLBLOCK_DETECTION=Full Block Detection
|
||||
option.PT_SPARE_TRACING=Sparse Tracing
|
||||
option.VANILLA_EMISSIVE=Vanilla Emissive Detection
|
||||
option.PT_DIFFUSE=Path Tracing: Diffuse
|
||||
option.PT_DIFFUSE_TRACING_DISTANCE=Tracing Distance
|
||||
suffix.PT_DIFFUSE_TRACING_DISTANCE=m
|
||||
option.PT_DIFFUSE_SPP=Samples Per Pixel
|
||||
option.PT_DIFFUSE_REFRACTION=Refraction
|
||||
option.PT_DIFFUSE_REFRACTION_IOR=Refraction IOR
|
||||
option.PT_DIFFUSE_SST=Screen Space Tracing
|
||||
option.PT_TRACING_ALPHA=Trace Alpha Pixels
|
||||
option.PT_DIFFUSE_DENOISE=Diffuse Denoiser
|
||||
option.PT_DIFFUSE_TEMPORAL_MAX_ACCUM=Max Temporal Accumulation
|
||||
option.PT_DIFFUSE_TEMPORAL_HISTORY_FIX=History Fix
|
||||
option.PT_DIFFUSE_SPATIAL_FILTER_DETAIL=Spatial Filter Detail
|
||||
option.PT_DIFFUSE_SPATIAL_FILTER_LUMINANCE_WEIGHT=Luminance Weight
|
||||
option.PT_DIFFUSE_SPATIAL_FILTER_DEPTH_WEIGHT=Depth Weight
|
||||
option.PT_DIFFUSE_SPATIAL_FILTER_NORMAL_WEIGHT=Normal Weight
|
||||
option.PT_SPECULAR=Path Tracing: Specular
|
||||
option.ENABLE_ROUGH_SPECULAR=Rough Specular
|
||||
option.ROUGHNESS_CLAMP=Clamp Roughness
|
||||
option.PT_SPECULAR_TRACING_DISTANCE=Tracing Distance
|
||||
suffix.PT_SPECULAR_TRACING_DISTANCE=m
|
||||
option.PT_SSR_MODE=Screen Space Reflections
|
||||
option.PT_SSR_QUALITY=SSR Quality
|
||||
option.PT_SPECULAR_SCREEN_REUSE=Screen Reuse
|
||||
option.SKYBOX_RESOLUTION=Skybox Resolution
|
||||
option.PT_IRC=Irradiance Cache
|
||||
option.PT_IRC_RESOLUTION=Cache Resolution
|
||||
option.PT_IRC_SPP=Samples Per Update
|
||||
option.PT_IRC_BLENDWEIGHT=Blend Weight
|
||||
option.PT_IRC_SELFBOUNCE_ATTENUATION=Self-bounce Attenuation
|
||||
option.LIGHTING=Lighting
|
||||
option.LIGHT_SOURCE=Light Sources
|
||||
option.BLOCKLIGHT_BRIGHTNESS=Block Light Brightness
|
||||
option.SPHERELIGHT_BRIGHTNESS=Sphere Light Brightness
|
||||
option.BLOCKLIGHT_TEMPERATURE=Block Light Temperature
|
||||
option.SUNRISE_ROTATION=Sunrise Rotation
|
||||
option.sunPathRotation=Sun Path Rotation
|
||||
option.SUN_ANGULAR_RADIUS=Sun Angular Radius
|
||||
option.SUNLIGHT_INTENSITY=Sunlight Intensity
|
||||
option.NOLIGHT_BRIGHTNESS=No Light Brightness
|
||||
option.NIGHT_BRIGHTNESS=Night Brightness
|
||||
option.COLD_MOONLIGHT=Cold Moonlight
|
||||
option.LIGHT_COLOR=Light Colors
|
||||
option.BRIGHTNESS_TORCH=Torch Brightness
|
||||
option.COLOR_TORCH_R=Torch Red
|
||||
option.COLOR_TORCH_G=Torch Green
|
||||
option.COLOR_TORCH_B=Torch Blue
|
||||
option.BRIGHTNESS_ENDROD=End Rod Brightness
|
||||
option.COLOR_ENDROD_R=End Rod Red
|
||||
option.COLOR_ENDROD_G=End Rod Green
|
||||
option.COLOR_ENDROD_B=End Rod Blue
|
||||
option.BRIGHTNESS_FIRE=Fire Brightness
|
||||
option.COLOR_FIRE_R=Fire Red
|
||||
option.COLOR_FIRE_G=Fire Green
|
||||
option.COLOR_FIRE_B=Fire Blue
|
||||
option.BRIGHTNESS_SOULTORCH=Soul Torch Brightness
|
||||
option.COLOR_SOULTORCH_R=Soul Torch Red
|
||||
option.COLOR_SOULTORCH_G=Soul Torch Green
|
||||
option.COLOR_SOULTORCH_B=Soul Torch Blue
|
||||
option.BRIGHTNESS_AMETHYST=Amethyst Brightness
|
||||
option.COLOR_AMETHYST_R=Amethyst Red
|
||||
option.COLOR_AMETHYST_G=Amethyst Green
|
||||
option.COLOR_AMETHYST_B=Amethyst Blue
|
||||
option.BRIGHTNESS_LIGHTBLOCK=Light Block Brightness
|
||||
option.COLOR_LIGHTBLOCK_R=Light Block Red
|
||||
option.COLOR_LIGHTBLOCK_G=Light Block Green
|
||||
option.COLOR_LIGHTBLOCK_B=Light Block Blue
|
||||
option.HELDLIGHT=Held Light
|
||||
option.HELDLIGHT_BRIGHTNESS=Held Light Brightness
|
||||
option.HELDLIGHT_MODE=Held Light Mode
|
||||
option.HELDLIGHT_FALLOFF=Held Light Falloff
|
||||
option.HELDLIGHT_COLOR_TEMPERATURE=Held Light Temperature
|
||||
option.SPECULAR_HELDLIGHT=Specular Held Light
|
||||
option.HELDLIGHT_SHADOW=Held Light Shadow
|
||||
option.SHADOW=Shadows
|
||||
option.SHADOW_RENDER_DISTANCE=Shadow Render Distance
|
||||
value.SHADOW_RENDER_DISTANCE.4=4 chunks
|
||||
value.SHADOW_RENDER_DISTANCE.6=6 chunks
|
||||
value.SHADOW_RENDER_DISTANCE.8=8 chunks
|
||||
value.SHADOW_RENDER_DISTANCE.12=12 chunks
|
||||
value.SHADOW_RENDER_DISTANCE.16=16 chunks
|
||||
value.SHADOW_RENDER_DISTANCE.24=24 chunks
|
||||
value.SHADOW_RENDER_DISTANCE.32=32 chunks
|
||||
value.SHADOW_RENDER_DISTANCE.48=48 chunks
|
||||
value.SHADOW_RENDER_DISTANCE.64=64 chunks
|
||||
option.VARIABLE_PENUMBRA_SHADOWS=Variable Penumbra
|
||||
option.VPS_SPREAD=Penumbra Spread
|
||||
option.SHADOW_QUALITY=Shadow Quality
|
||||
option.SHADOW_BASIC_BLUR=Shadow Blur
|
||||
option.PT_SHADOW=Voxel Shadow Tracing
|
||||
option.SCREEN_SPACE_SHADOWS=Screen Space Shadows
|
||||
option.COLORED_SHADOWS=Colored Shadows
|
||||
option.HAND_SCREEN_SHADOW=Hand Screen Shadow
|
||||
option.SUNLIGHT_LEAK_FIX=Sunlight Leak Fix
|
||||
option.RTW=Warped Shadow Map
|
||||
option.RTW_RESOLUTION=Warp Resolution
|
||||
option.RTW_BACKWARD_DIST_FACTOR=Distance Factor
|
||||
option.RTW_BACKWARD_NORMAL_FACTOR=Normal Factor
|
||||
option.RTW_BLUR_FACTOR=Blur Factor
|
||||
option.SURFACE=Surface
|
||||
option.PBR=PBR Materials
|
||||
option.TEXTURE_PBR_FORMAT=PBR Texture Format
|
||||
option.LABPBR_EMISSIVENESS=LAB PBR Emissiveness
|
||||
option.HARDCODED_EMISSIVENESS_MODE=Hardcoded Emissive
|
||||
option.LABPBR_SSS=Subsurface Scattering
|
||||
option.SSS_QUALITY=SSS Quality
|
||||
option.SSS_STRENGTH=SSS Strength
|
||||
option.SSS_STRENGTH_OFFSET=SSS Offset
|
||||
option.SSS_BRIGHTNESS=SSS Brightness
|
||||
option.LABPBR_POROSITY=Porosity
|
||||
option.TEXTURE_DEFAULT_POROSITY=Default Porosity
|
||||
option.POROSITY_ABSORPTION=Absorption
|
||||
option.SURFACE_WETNESS=Surface Wetness
|
||||
option.LABPBR_PREDEFINED_METAL=Predefined Metals
|
||||
option.METAL_MINIMAL_F0=Minimal F0
|
||||
option.METAL_ORIGIN_COLOR=Origin Color
|
||||
option.METALMASK_STRENGTH=Metal Mask Strength
|
||||
option.WATER=Water
|
||||
option.WAVE_SCALE=Wave Scale
|
||||
option.WAVE_SPEED=Wave Speed
|
||||
option.WAVE_NORMAL_STRENGTH=Wave Normal Strength
|
||||
option.WAVE_PARALLAX=Wave Parallax
|
||||
option.WAVE_PARALLAX_DEPTH=Wave Parallax Depth
|
||||
option.WATER_FOG=Water Fog
|
||||
option.WATER_SCATTERING_DENSITY=Scattering Density
|
||||
option.WATER_SCATTERING_R=Scattering Red
|
||||
option.WATER_SCATTERING_G=Scattering Green
|
||||
option.WATER_SCATTERING_B=Scattering Blue
|
||||
option.WATER_ATTENUATION_R=Attenuation Red
|
||||
option.WATER_ATTENUATION_G=Attenuation Green
|
||||
option.WATER_ATTENUATION_B=Attenuation Blue
|
||||
option.UNDERWATER_VFOG=Underwater Fog
|
||||
option.UNDERWATER_VFOG_QUALITY=Underwater Fog Quality
|
||||
option.UNDERWATER_VFOG_DENSITY=Underwater Fog Density
|
||||
option.RAIN=Rain
|
||||
option.drynessHalflife=Dryness Half-life
|
||||
option.wetnessHalflife=Wetness Half-life
|
||||
option.RAIN_SHADOW=Rain Shadow
|
||||
option.RAIN_VISIBILITY=Rain Visibility
|
||||
option.RAIN_SPLASH_EFFECT=Rain Splash
|
||||
option.RAIN_SPLASH_SPEED=Splash Speed
|
||||
option.RAIN_SPLASH_STRENGTH=Splash Strength
|
||||
option.RAIN_SPLASH_SCALE=Splash Scale
|
||||
option.RAIN_WIND_X=Wind X
|
||||
option.RAIN_WIND_Z=Wind Z
|
||||
option.RAIN_DISTURBANCE=Disturbance
|
||||
option.SURFMISC=Surface Misc
|
||||
option.TERRAIN_VS_TBN=Terrain TBN
|
||||
option.ENTITIES_VS_TBN=Entities TBN
|
||||
option.EYES_LIGHTING=Eyes Lighting
|
||||
option.TERRAIN_NORMAL_MAP=Terrain Normal Map
|
||||
option.TERRAIN_SPECULAR_MAP=Terrain Specular Map
|
||||
option.ENTITIES_NORMAL_MAP=Entities Normal Map
|
||||
option.ENTITIES_SPECULAR_MAP=Entities Specular Map
|
||||
option.VOL=Volumetrics
|
||||
option.PLANAR_CLOUDS=Planar Clouds
|
||||
option.VOLUMETRIC_CLOUDS=Volumetric Clouds
|
||||
option.PC=Planar Cloud Settings
|
||||
option.PC_ALTITUDE=Cloud Altitude
|
||||
option.PC_NOISE_SCALE=Noise Scale
|
||||
option.PC_CLEAR_COVERAGE=Clear Coverage
|
||||
option.PC_CLEAR_DENSITY=Clear Density
|
||||
option.PC_CLEAR_SUNLIGHTING=Clear Sunlighting
|
||||
option.PC_CLEAR_SKYLIGHTING=Clear Skylighting
|
||||
option.VC=Volumetric Cloud Settings
|
||||
option.CLOUD_QUALITY=Cloud Quality
|
||||
option.CLOUD_SPEED=Cloud Speed
|
||||
option.CLOUD_DETAILED_NOISE_STRENGTH=Detailed Noise Strength
|
||||
option.CLOUD_BASE_NOISE_SCALE=Base Noise Scale
|
||||
option.CLOUD_DETAILED_NOISE_SCALE=Detailed Noise Scale
|
||||
option.CLOUD_COVERAGE_NOISE_OFFSET=Coverage Offset
|
||||
option.CLOUD_FADE=Cloud Fade
|
||||
option.CLOUD_BOTTOM_BRIGHTNESS=Bottom Brightness
|
||||
option.CLOUD_OUTSCATTER_FACTOR=Outscatter
|
||||
option.CLOUD_SHADOW=Cloud Shadow
|
||||
option.VC_CLEAR_SETTING=Volumetric Cloud Settings
|
||||
option.CLOUD_CLEAR_ALTITUDE=Cloud Altitude
|
||||
option.CLOUD_CLEAR_THICKNESS=Cloud Thickness
|
||||
option.CLOUD_CLEAR_COVERY=Cloud Cover
|
||||
option.CLOUD_CLEAR_DENSITY=Cloud Density
|
||||
option.CLOUD_CLEAR_SUNLIGHTING=Sunlighting
|
||||
option.CLOUD_CLEAR_SKYLIGHTING=Skylighting
|
||||
option.CLOUD_CLEAR_SCALE=Scale
|
||||
option.VFOG=Volumetric Fog
|
||||
option.VFOG_HEIGHT=Fog Height
|
||||
option.VFOG_HEIGHT_2=Fog Height 2
|
||||
option.VFOG_FALLOFF=Fog Falloff
|
||||
option.VFOG_DENSITY=Fog Density
|
||||
option.VFOG_DENSITY_BASE=Base Density
|
||||
option.VFOG_QUALITY=Fog Quality
|
||||
option.VFOG_IGNORE_WORLDTIME=Ignore World Time
|
||||
option.VFOG_SUNLIGHT_ABSORPTION=Sunlight Absorption
|
||||
option.VFOG_RAIN_DENSITY_MUL=Rain Density
|
||||
option.VFOG_SUNLIGHT_DENSITY=Sunlight Density
|
||||
option.VFOG_STAINED=Stained Fog
|
||||
option.VFOG_FOG_DENSITY=Fog Density 2
|
||||
option.VFOG_CLOUD_SHADOW=Cloud Shadow
|
||||
option.VFOG_NOISE_SETTING=Fog Noise
|
||||
option.VFOG_NOISE_TYPE=Noise Type
|
||||
option.VFOG_NOISE_OCTAVE=Octaves
|
||||
option.VFOG_NOISE_COVERAGE=Coverage
|
||||
option.VFOG_NOISE_HORIZONTAL_SCALE=Horizontal Scale
|
||||
option.VFOG_NOISE_VERTICAL_SCALE=Vertical Scale
|
||||
option.LANDSCATTERING=Land Scattering
|
||||
option.LANDSCATTERING_STRENGTH=Scattering Strength
|
||||
option.LANDSCATTERING_SHADOW=Scattering Shadow
|
||||
option.LANDSCATTERING_SHADOW_QUALITY=Shadow Quality
|
||||
option.VFOG_REFLECTION=Fog Reflection
|
||||
option.VFOG_REFRACTION=Fog Refraction
|
||||
option.INDOOR_FOG=Indoor Fog
|
||||
option.POSTPROCESSING=Post Processing
|
||||
option.TAA_SETTING=TAA
|
||||
option.TAA_BLENDWEIGHT=TAA Blend Weight
|
||||
option.TAA_AGGRESSION=TAA Aggression
|
||||
option.TAA_SUBPIXEL_SHARPNING=Subpixel Sharpening
|
||||
option.DOF_SETTING=Depth of Field
|
||||
option.DOF=Enable DOF
|
||||
option.DISABLE_HAND_DOF=Disable Hand DOF
|
||||
option.CAMERA_FOCUS_MODE=Focal Mode
|
||||
option.CAMERA_FOCAL_POINT=Focal Point
|
||||
option.DOF_DEPTH_SMMOOTH_HALFLIFE=Depth Smoothing
|
||||
option.DOF_BLUR=DOF Blur
|
||||
option.DOF_FOCUS_IGNORE_HAND_PARTICLE=Ignore Hand
|
||||
option.DOF_MAX_COC=Max CoC
|
||||
option.DOF_QUALITY=DOF Quality
|
||||
option.DOF_CATSEYE=Cat's Eye
|
||||
option.DOF_CATSEYE_STRENGTH=Cat's Eye Strength
|
||||
option.DOF_CATSEYE_MIDPOINT=Cat's Eye Midpoint
|
||||
option.DOF_COCSPREAD_QUALITY=CoC Spread Quality
|
||||
option.EXPOSURE_SETTING=Exposure
|
||||
option.AE_MODE=Auto Exposure Mode
|
||||
option.SMOOTH_EXPOSURE=Smooth Exposure
|
||||
option.AE_CURVE=Exposure Curve
|
||||
option.AE_OFFSET=Exposure Offset
|
||||
option.EXPOSURE_TIME=Exposure Time
|
||||
option.MANUAL_EXPOSURE=Manual Exposure
|
||||
option.LUMINANCE_WEIGHT_MODE=Luminance Weight Mode
|
||||
option.LUMINANCE_WEIGHT_STRENGTH=Luminance Weight
|
||||
option.EV_VALUE=EV Value
|
||||
option.MOTION_BLUR_SETTING=Motion Blur
|
||||
option.MOTION_BLUR=Motion Blur
|
||||
option.MOTION_BLUR_DITHER=Dither
|
||||
option.MOTION_BLUR_QUALITY=Quality
|
||||
option.MOTION_BLUR_SUTTER_MODE=Shutter Mode
|
||||
option.MOTION_BLUR_SUTTER_ANGLE=Shutter Angle
|
||||
option.MOTION_BLUR_SUTTER_SPEED=Shutter Speed
|
||||
option.BLOOM_SETTING=Bloom
|
||||
option.BLOOM=Bloom
|
||||
option.BLOOM_AMOUNT=Bloom Amount
|
||||
option.BLOOM_CLAMP_STRENGTH=Clamp Strength
|
||||
option.NETHER_END_BLOOM_BOOST=Nether/End Boost
|
||||
option.COLOR=Color
|
||||
option.TONEMAP_OPERATOR=Tonemap Operator
|
||||
value.TONEMAP_OPERATOR.0=ACES
|
||||
value.TONEMAP_OPERATOR.1=AGX
|
||||
value.TONEMAP_OPERATOR.2=Filmic
|
||||
value.TONEMAP_OPERATOR.3=Vanilla
|
||||
option.AGX_EV=AGX EV
|
||||
option.AGX_HDR_EV=AGX HDR EV
|
||||
option.ABNEY_EFFECT_CORRECTION=Abney Correction
|
||||
option.AGX_HDR_MIDGREY=AGX Midgrey
|
||||
option.ADVANCED_COLOR=Advanced Color
|
||||
option.HIGHLIGHT_CURVE=Highlight Curve
|
||||
option.SHADOW_CURVE=Shadow Curve
|
||||
option.WHITE_POINT=White Point
|
||||
option.BLACK_POINT=Black Point
|
||||
option.MIDTONE_HUE=Midtone Hue
|
||||
option.MIDTONE_STRENGTH=Midtone Strength
|
||||
option.HIGHLIGHT_HUE=Highlight Hue
|
||||
option.HIGHLIGHT_STRENGTH=Highlight Strength
|
||||
option.SHADOW_HUE=Shadow Hue
|
||||
option.SHADOW_STRENGTH=Shadow Strength
|
||||
option.KEEP_LUMINANCE=Keep Luminance
|
||||
option.SATURATION=Saturation
|
||||
option.GAMMA=Gamma
|
||||
option.SHORTCUT=Shortcut
|
||||
option.CAVE_MODE=Cave Mode
|
||||
Reference in New Issue
Block a user