#define BLUR_ENABLED //Is blur enabled at all?
#define BLUR_QUALITY 10 //Number of sample points to use for blurring. Higher quality = higher performance impact! [5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25]
//#define BRIGHT_PORTAL_FIX //Enable this if end portals are 16x brighter than they should be
#define CIRCULAR_SHADOWS //Makes entity shadows perfectly circular
#define CLEAR_WATER //Overwrites water texture to be completely transparent
#define CLOUD_DENSITY_AVERAGE 0.0 //Average cloud density. Higher value means more clouds [-2.0 -1.9 -1.8 -1.7 -1.6 -1.5 -1.4 -1.3 -1.2 -1.1 -1.0 -0.9 -0.8 -0.7 -0.6 -0.5 -0.4 -0.3 -0.2 -0.1 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
#define CLOUD_DENSITY_VARIANCE 1.5 //How far above or below the average cloud density will go [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
#define CLOUD_HEIGHT 256.0 //Y level of fancy clouds [128.0 144.0 160.0 176.0 192.0 208.0 224.0 240.0 256.0 272.0 288.0 304.0 320.0 336.0 352.0 368.0 384.0 400.0 416.0 432.0 448.0 464.0 480.0 496.0 512.0]
#define CLOUD_NORMALS //Dynamically light clouds based on weather they're facing towards or away from the sun. Mild performance impact!
#define CLOUDS //3D clouds (partially volumetric too). Mild performance impact!
//#define CROSS_PROCESS //Opposite of desaturation, makes everything more vibrant and saturated.
//#define CUBIC_CHUNKS //Disables black fog/sky colors below Y=0
#define DESATURATE //De-saturates the world at night, during rain, and in the end
#define DYNAMIC_LIGHTS //Holding blocks that emit light will light up their surroundings
#define END_PORTAL_BACKGROUND_END 1 //1: Use overworld fog color. 2: Use end background. [1 2]
#define END_PORTAL_BACKGROUND_NETHER 2 //1: Use overworld fog color. 2: Use end background. [1 2]
#define END_PORTAL_BACKGROUND_OVERWORLD 2 //1: Use overworld fog color. 2: Use end background. [1 2]
#define END_PORTAL_BACKGROUND_TF 2 //1: Use overworld fog color. 2: Use end background. [1 2]
#define END_PORTAL_CLOUDS_END 1 //0: No clouds. 1: Use overworld clouds. 2: Use void clouds. [0 1 2]
#define END_PORTAL_CLOUDS_NETHER 2 //0: No clouds. 1: Use overworld clouds. 2: Use void clouds. [0 1 2]
#define END_PORTAL_CLOUDS_OVERWORLD 2 //0: No clouds. 1: Use overworld clouds. 2: Use void clouds. [0 1 2]
#define END_PORTAL_CLOUDS_TF 2 //0: No clouds. 1: Use overworld clouds. 2: Use void clouds. [0 1 2]
#define END_PORTAL_EFFECTS_END //Enables fancy effects for end portals
#define END_PORTAL_EFFECTS_NETHER //Enables fancy effects for end portals
#define END_PORTAL_EFFECTS_OVERWORLD //Enables fancy effects for end portals
#define END_PORTAL_EFFECTS_TF //Enables fancy effects for end portals
#define END_PORTAL_FOREGROUND_END 1 //0: No foreground image. 1: Use overworld screenshot. 2: Use end island screenshot. [0 1 2]
#define END_PORTAL_FOREGROUND_NETHER 2 //0: No foreground image. 1: Use overworld screenshot. 2: Use end island screenshot. [0 1 2]
#define END_PORTAL_FOREGROUND_OVERWORLD 2 //0: No foreground image. 1: Use overworld screenshot. 2: Use end island screenshot. [0 1 2]
#define END_PORTAL_FOREGROUND_TF 2 //0: No foreground image. 1: Use overworld screenshot. 2: Use end island screenshot. [0 1 2]
#define ENDER_ARCS //Adds bolts of plasma that arc through the nebulae. Requires ender nebulae to be enabled!
#define ENDER_NEBULAE //Adds animated nebulae to the background of the end dimension
#define ENDER_STARS //Adds blinking stars to the background of the end dimension. Stackable with nebulae/plasma.
#define EXCLUSION_RADIUS 1.0 //Radius around the moon at which fancy stars/galaxies stop rendering [0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
#define EYE_ADJUST //Allows your eyes to "adjust" to darkness
#define FANCY_BEACONS //Builderb0y's better beacon beams bring big bright beautiful beacon beams to all biomes, bro
#define FANCY_STARS //Improved stars in the overworld
#define FOG_DISTANCE_MULTIPLIER_END 0.25 //How far away fog starts to appear in the end [0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.2 2.4 2.6 2.8 3.0 3.5 4.0 4.5 5.0 6.0 7.0 8.0 9.0 10.0]
#define FOG_DISTANCE_MULTIPLIER_NETHER 1.0 //How much overall fog there is in the nether [0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.2 2.4 2.6 2.8 3.0 3.5 4.0 4.5 5.0 6.0 7.0 8.0 9.0 10.0]
#define FOG_DISTANCE_MULTIPLIER_OVERWORLD 0.25 //How far away fog starts to appear in the overworld. [0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.2 2.4 2.6 2.8 3.0 3.5 4.0 4.5 5.0 6.0 7.0 8.0 9.0 10.0]
#define FOG_DISTANCE_MULTIPLIER_TF 0.25 //How far away fog starts to appear in the twilight forest [0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.2 2.4 2.6 2.8 3.0 3.5 4.0 4.5 5.0 6.0 7.0 8.0 9.0 10.0]
//#define FOG_ENABLED_END //Enables fog in the end
#define FOG_ENABLED_NETHER //Enables fog in the nether
#define FOG_ENABLED_OVERWORLD //Enables fog in the overworld. It is recommended to have this enabled if you also have infinite oceans enabled!
#define FOG_ENABLED_TF //Enables fog in the twilight forest
#define GALAXIES //Galaxies visible at night in the overworld, with even more stars inside them
#define GLASS_BLUR 8 //Blurs things behind stained glass [0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25]
#define GRASS_AO //Adds ambient occlusion to tallgrass/flowers/etc... Works best with "Remove Y Offset" enabled.
#define GRASS_PATCHES //Makes grass less uniform by making patches of it dryer or lusher. Does not affect leaves.
#define HARDCORE_DARKNESS 0 //0 (Off): Normal visibility at night. 1 (On): Complete darkness at night. 2 (Moon phase) Nighttime brightness is determined by the current phase of the moon. [0 1 2]
#define HUMIDITY_OFFSET 1.1 //Higher number = lusher grass. Lower number = dryer grass [0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.85 0.9 0.95 1.0 1.05 1.1 1.15 1.2 1.25]
#define ICE_BLUR 4 //Blurs things behind ice [0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25]
#define ICE_NORMALS //Distorts things reflected by ice. Has no effect when reflections are disabled!
#define ICE_REFRACT //Distorts things behind ice
#define IDLE_HANDS //Makes your hands sway back and forth in 1st person, like they do in 3rd person
#define INFINITE_OCEANS //Simulates water out to the horizon instead of just your render distance.
#define LAVA_PATCHES //Randomizes lava brightness, similar to grass patches
#define LAVA_WAVE_STRENGTH 100 //Adds waves to the nether lava oceans [0 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100]
//#define LEGACY_SUGARCANE //Removes biome coloring from sugar cane
//#define OLD_CLOUDS //Uses old cloud rendering method from earlier versions, for people who don't like pretty things.
#define RAINBOW_XP //Makes experience orbs have rainbow colors instead of just the standard yellow/green
#define RAINBOWS //If enabled, rainbows will appear when the weather changes from rainy to clear
#define REFLECT //Reflects the sun/sky onto reflective surfaces. Does not add reflections of terrain!
//#define REMOVE_XZ_OFFSET //Removes random X/Z offset from tallgrass/flowers/etc...
//#define REMOVE_Y_OFFSET //Removes random Y offset from tallgrass/flowers/etc...
#define SEA_LEVEL 63 //Sea level for infinite oceans. Change this if you use custom worldgen. [0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256]
#define SHADE_STRENGTH 0.35 //How dark surfaces that are facing away from the sun are [0.00 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.10 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.20 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.30 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.40 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.50]
#define SUN_POSITION_FIX //Enable this if the horizon "splits" at sunset when rapidly rotating your camera.
#define SUNSET_COEFFICIENT_BLUE 6.2 //Blue sunset coefficient. Higher values will result in the blue color of sunset starting earlier and persisting longer. A change of 0.1 corresponds to about 5 seconds real-world time. [6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 6.9 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 7.8 7.9 8.0]
#define SUNSET_COEFFICIENT_GREEN 6.7 //Green sunset coefficient. Higher values will result in the green color of sunset starting earlier and persisting longer. A change of 0.1 corresponds to about 5 seconds real-world time. [6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 6.9 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 7.8 7.9 8.0]
#define SUNSET_COEFFICIENT_RED 7.2 //Red sunset coefficient. Higher values will result in the red color of sunset starting earlier and persisting longer. A change of 0.1 corresponds to about 5 seconds real-world time. [6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 6.9 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 7.8 7.9 8.0]
#define TF_AURORAS //Adds auroras to the sky in the twilight forest
#define TF_SKY_FIX //Enable this if the sky looks wrong in the twilight forest
#define THRESHOLD_ALPHA 0.6 //Anything above this opacity counts as part of the border of stained glass, and will not apply blur/reflection effects [0.15 0.2 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.85 0.9 0.95]
#define UNDERWATER_BLUR 8 //Blurs the world while underwater [0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25]
#define UNDERWATER_FOG //Applies fog to water
//#define VANILLA_LIGHTMAP //Uses vanilla light colors instead of custom ones. Requires optifine 1.12.2 HD_U_D1 or later!
#define VIGNETTE //Reduces the brightness of dynamic light around edges the of your screen
#define VOID_CLOUD_HEIGHT 128.0 //Y level of void clouds [-64.0 -48.0 -32.0 -16.0 0.0 16.0 32.0 48.0 64.0 80.0 96.0 112.0 128.0 144.0 160.0 176.0 192.0 208.0 224.0 240.0 256.0 272.0 288.0 304.0 320.0 336.0 352.0 368.0 384.0 400.0 416.0 432.0 448.0 464.0 480.0 496.0 512.0]
#define VOID_CLOUDS //Dark ominous clouds in the end
#define WATER_ABSORB_B 0.10 //Blue component of the water absorption color [0.00 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.10 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.20 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.30 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.40 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.50 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.60 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.70 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.80 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.90 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.00]
#define WATER_ABSORB_G 0.05 //Green component of the water absorption color [0.00 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.10 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.20 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.30 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.40 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.50 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.60 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.70 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.80 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.90 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.00]
#define WATER_ABSORB_R 0.20 //Red component of the water absorption color [0.00 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.10 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.20 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.30 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.40 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.50 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.60 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.70 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.80 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.90 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.00]
#define WATER_BLUR 4 //Blurs things behind water [0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25]
#define WATER_NORMALS //Distorts things reflected by water. Has no effect when reflections are disabled!
#define WATER_REFRACT //Distorts things behind water
#define WATER_SCATTER_B 0.50 //Blue component of the water fog color [0.00 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.10 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.20 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.30 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.40 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.50 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.60 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.70 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.80 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.90 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.00]
#define WATER_SCATTER_G 0.40 //Green component of the water fog color [0.00 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.10 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.20 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.30 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.40 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.50 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.60 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.70 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.80 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.90 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.00]
#define WATER_SCATTER_R 0.05 //Red component of the water fog color [0.00 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.10 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.20 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.30 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.40 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.50 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.60 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.70 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.80 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.90 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.00]
#define WATER_WAVE_STRENGTH 50 //Makes overworld oceans move up and down [0 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100]
#define WAVING_GRASS //Adds wind effects to grass
#define WAVING_RAIN //Makes rain not directly vertical by applying "wind" to it.
#define WET_DIRT //Hydrated hummus. Soggy soil. Drenched dirt. I can't think of a good name for this config option, but it makes dirt darker during rain to simulate being wet.