#Global Settings # Set clouds type or turn clouds off # The clouds are also controlled by "Video Settings -> Details -> Clouds" with higher priority # clouds=fast|fancy|off # Enable or disable old hand light # Backwards compatibility for shader packs not supporting main and off hand. # When enabled uses the handheld item with higher light value for the main hand. # The old hand light is also controlled by "Video Settings -> Shaders -> Old Hand Light" with higher priority #oldHandLight=true|false # Enable or disable old block lighting with fixed multiplier # The old block lighting is also controlled by "Video Settings -> Shaders -> Old Lighting" with higher priority # oldLighting=true|false oldLighting=false # Enable or disable rendering of translucent blocks (water, stained glass) in the shadow pass # shadowTranslucent=true|false shadowTranslucent=true frustum.culling=true # Enable or disable the dynamic hand light from "Dynamic Lights" # This option can be used to disable the dynamic hand light from "Dynamic Lights" if the shader implements its own hand light. # dynamicHandLight=true|false # Enable or disable underwater screen overlay # underwaterOverlay=true|false # Enable or disable sun rendering # sun=true|false sun=true # Enable or disable moon rendering # moon=true|false moon=true # Disable the shadow progam if shadows are disabled program.shadow.enabled=Shadows #Final screen screen= [AA_SCREEN] [AO_SCREEN] [COLOR_SCREEN] [DOF_SCREEN] [NORMALMAP_SCREEN] [MOTION_SCREEN] [REFLECTIONS_SCREEN] [SKY_SCREEN] [SHADOWS_SCREEN] [WAVING_SCREEN] [MISC_SCREEN] Celshading Fog MobsFlashRed #Sub-screens: screen.AA_SCREEN=TAA TAA_sharpness screen.AO_SCREEN=SSAO ambientOcclusionLevel screen.COLOR_SCREEN=Tonemap gamma Colorboost Crossprocess HandLight customLight emissive_R emissive_G emissive_B screen.DOF_SCREEN=Depth_of_Field DoF_Strength smoothDof Distance_Blur Dof_Distance_View screen.NORMALMAP_SCREEN=nMap POM_RES POM_DIST POM_DEPTH screen.MOTION_SCREEN=Motionblur MB_strength screen.SHADOWS_SCREEN=Shadows Colored_Shadows grass_shadows shadowMapResolution shadowDistance slight sunPathRotation screen.SKY_SCREEN=Godrays grays_quality grays_intensity screen.REFLECTIONS_SCREEN=Reflections Refractions WaterReflection waterTex TransparentReflections skyReflection screen.WAVING_SCREEN=animationSpeed Waving_Grass Waving_Tallgrass Waving_Entities Waving_Leaves Waving_Vines Waving_Fire Waving_Lanterns Waving_Lava Waving_Water waves_amplitude screen.MISC_SCREEN=depthbuffer draw_refnormals draw_bmap screen.WIP=* sliders=gamma emissive_R emissive_G emissive_B ambientOcclusionLevel TAA_sharpness # Used for TAA #uniform.vec2.texelSize=vec2(1.0/viewWidth,1.0/viewHeight) //doesnt work in 1.7.10 uniform.int.framemod8=fmod(frameCounter, 8) profile.Fast=TAA:false SSAO:false HandLight:true customLight:false Celshading:false MobsFlashRed:true Fog:true Tonemap:false Colorboost:false Crossprocess:false Depth_of_Field:false Distance_Blur:false nMap:0 Motionblur:false Shadows:true Colored_Shadows:true grass_shadows:true shadowMapResolution:1024 shadowDistance:90.0 Godrays:false grays_quality:1 Reflections:true Refractions:false WaterReflection:true waterTex:true TransparentReflections:true skyReflection:false Waving_Grass:true Waving_Tallgrass:true Waving_Entities:true Waving_Leaves:true Waving_Vines:true Waving_Fire:true Waving_Lava:true Waving_Water:true Waving_Lanterns:true profile.Fancy=TAA:true SSAO:true HandLight:true customLight:false Celshading:false MobsFlashRed:true Fog:true Tonemap:false Colorboost:false Crossprocess:false Depth_of_Field:false Distance_Blur:false nMap:0 Motionblur:false Shadows:true Colored_Shadows:true grass_shadows:true shadowMapResolution:2048 shadowDistance:110.0 Godrays:true grays_quality:2 Reflections:true Refractions:true WaterReflection:true waterTex:true TransparentReflections:true skyReflection:true Waving_Grass:true Waving_Tallgrass:true Waving_Entities:true Waving_Leaves:true Waving_Vines:true Waving_Fire:true Waving_Lava:true Waving_Water:true Waving_Lanterns:true