# Post-processing HUD

Abovewater: "水面"
ActiveShaders: "启用的着色器"
Author: "作者"
Description: "说明"
InactiveShaders: "未启用的着色器"
InExteriors: "室外"
InInteriors: "室内"
KeyboardControls: |
    键盘控制:

    Shift+右方向键 > 启用着色器
    Shift+左方向键 > 禁用着色器
    Shift+上方向键 > 向上移动着色器
    Shift+下方向键 > 向下移动着色器
PostProcessHUD: "后处理HUD"
ResetShader: "将着色器重置为默认状态"
ShaderLocked: "已锁定"
ShaderLockedDescription: "无法转换或移动，该目标由外部Lua脚本所控制。"
ShaderResetUniform: "重置着色器"
Underwater: "水下"
Version: "版本"


# Built-in post-processing shaders

AdjustmentsDescription: "调整颜色。"
BloomDescription: "Bloom着色器在（近似于）线性灯光的环境下进行渲染。"
DebugDescription: "调试用着色器。"
DebugHeaderDepth: "深度缓冲区"
DebugHeaderNormals: "法线"
DisplayDepthFactorName: "深度颜色系数"
DisplayDepthFactorDescription: "确定像素深度值和输出颜色之间的相关性，数值越高，图像越亮。"
DisplayDepthName: "可视化深度缓冲区"
DisplayNormalsName: "可视化过程法线"
NormalsInWorldSpace: "在世界空间里显示法线"
ContrastLevelDescription: "图像对比度级别。"
ContrastLevelName: "图像对比度"
GammaLevelDescription: "伽马强度。"
GammaLevelName: "伽马"
StrengthLevelName: "强度"
StrengthLevelDescription: "特效的强度。"
RadiusLevelName: "半径"
RadiusLevelDescription: "特效的半径。"
SkyFactorLevelName: "天空光照"
SkyFactorLevelDescription: "直接来自天空的光的倍增系数。"
BloomClampLevelName: "钳制级别"
BloomClampLevelDescription: "将光晕混合到场景中时，钳制比该值亮的光晕像素。"
BloomThresholdLevelName: "阈值"
BloomThresholdLevelDescription: "计算模糊时忽略亮度低于此值的像素，不会影响天空。"
