{
    "_meta": {
        "auto_generated": true,
        "language": "简体中文",
        "locale": "zh_CN"
    },
    "common.active": "激活",
    "common.inactive": "未激活",
    "cs_editor.actions": "操作",
    "cs_editor.active": "活跃：",
    "cs_editor.active_click_pause": "活跃 - 点击暂停",
    "cs_editor.add": "添加",
    "cs_editor.add_new_marker": "添加新标记",
    "cs_editor.ambient_color": "环境光颜色",
    "cs_editor.ambient_directional": "环境和方向光",
    "cs_editor.apply": "应用",
    "cs_editor.apply_changes": "将更改应用到游戏",
    "cs_editor.art_object": "艺术对象",
    "cs_editor.attach_to_camera": "附着到摄像机",
    "cs_editor.auto_apply_changes": "自动应用更改",
    "cs_editor.auto_apply_changes_tooltip": "编辑时自动将天气更改应用于游戏",
    "cs_editor.box_size": "包围盒尺寸",
    "cs_editor.cancel": "取消",
    "cs_editor.categories": "类别",
    "cs_editor.category_cell_lighting": "单元格光照",
    "cs_editor.category_imagespace": "图像空间",
    "cs_editor.category_interior_only": "仅室内",
    "cs_editor.category_lens_flare": "镜头光晕",
    "cs_editor.category_lighting_editor": "光照编辑器",
    "cs_editor.category_lighting_template": "光照模板",
    "cs_editor.category_lightning": "闪电",
    "cs_editor.category_precipitation": "降水",
    "cs_editor.category_shader_particle": "着色器粒子几何体",
    "cs_editor.category_sun": "太阳",
    "cs_editor.category_visual_effect": "视觉效果",
    "cs_editor.category_visual_effects": "视觉效果",
    "cs_editor.category_volumetric_lighting": "体积光照",
    "cs_editor.category_weather": "天气",
    "cs_editor.category_weather_transition": "天气转换",
    "cs_editor.category_wind": "风",
    "cs_editor.cell_lighting_interior_only": "单元格光照仅适用于室内单元格。",
    "cs_editor.center_offset_max": "中心偏移最大值",
    "cs_editor.center_offset_min": "中心偏移最小值",
    "cs_editor.changes_require_manual_apply": "（更改需要手动应用）",
    "cs_editor.clear_favorites": "清除收藏",
    "cs_editor.clear_favourite": "清除收藏",
    "cs_editor.clear_recent_history": "清除最近历史",
    "cs_editor.click_plus_add": "点击 + 添加仅在室内应用的设置。",
    "cs_editor.click_to_copy": "点击复制",
    "cs_editor.clip_distance": "裁剪距离",
    "cs_editor.close_all_widgets": "关闭所有 {} 控件",
    "cs_editor.close_cs_editor": "关闭 CS 编辑器（Esc）",
    "cs_editor.cloud_alpha": "云透明度",
    "cs_editor.cloud_color": "云颜色",
    "cs_editor.cloud_layer": "云层 {}",
    "cs_editor.cloud_layer_speed_x": "云层速度 X",
    "cs_editor.cloud_layer_speed_y": "云层速度 Y",
    "cs_editor.color": "颜色",
    "cs_editor.color_ambient": "环境光",
    "cs_editor.color_cloud_lod_ambient": "云LOD环境光",
    "cs_editor.color_cloud_lod_diffuse": "云LOD漫反射",
    "cs_editor.color_effect_lighting": "效果光照",
    "cs_editor.color_fog_far": "远雾颜色",
    "cs_editor.color_fog_near": "近雾颜色",
    "cs_editor.color_horizon": "地平线",
    "cs_editor.color_moon_glare": "月亮眩光",
    "cs_editor.color_sky_lower": "天空下部",
    "cs_editor.color_sky_statics": "天空静态",
    "cs_editor.color_sky_upper": "天空上部",
    "cs_editor.color_stars": "星星",
    "cs_editor.color_sun": "太阳",
    "cs_editor.color_sun_glare": "太阳眩光",
    "cs_editor.color_sunlight": "阳光",
    "cs_editor.color_water_multiplier": "水面倍率",
    "cs_editor.colors_3_plus": "（使用3次以上的颜色将显示在此处）",
    "cs_editor.colour": "颜色",
    "cs_editor.colours": "颜色",
    "cs_editor.confirm_delete_saved_file": "您确定要删除已保存的设置文件吗？",
    "cs_editor.contribution": "贡献度",
    "cs_editor.copy_all_from_parent": "从父级天气复制所有参数值",
    "cs_editor.cs_editor": "CS 编辑器",
    "cs_editor.currently_exterior_cell": "您当前处于室外单元格。",
    "cs_editor.custom_color": "自定义颜色",
    "cs_editor.custom_color_contribution": "自定义颜色贡献度",
    "cs_editor.custom_overrides_tooltip_0": "此天气对该功能有自定义覆写。",
    "cs_editor.custom_overrides_tooltip_1": "点击禁用覆写，改用全局设置。",
    "cs_editor.custom_overrides_tooltip_2": "（设置将被保留但不会应用）",
    "cs_editor.dalc_directional_x_max": "方向光 +X",
    "cs_editor.dalc_directional_x_min": "方向光 -X",
    "cs_editor.dalc_directional_y_max": "方向光 +Y",
    "cs_editor.dalc_directional_y_min": "方向光 -Y",
    "cs_editor.dalc_directional_z_max": "方向光 +Z",
    "cs_editor.dalc_directional_z_min": "方向光 -Z",
    "cs_editor.dalc_fresnel_power": "菲涅尔强度",
    "cs_editor.dalc_header": "方向环境光（DALC）",
    "cs_editor.dalc_specular": "高光",
    "cs_editor.day": "白天",
    "cs_editor.day_far": "白天远",
    "cs_editor.day_max": "白天最大值",
    "cs_editor.day_near": "白天近",
    "cs_editor.day_power": "白天强度",
    "cs_editor.delete": "删除",
    "cs_editor.delete_all": "全部删除",
    "cs_editor.delete_json_file": "删除JSON文件",
    "cs_editor.delete_overwrite_file": "从磁盘删除覆盖文件",
    "cs_editor.delete_saved_file": "删除已保存的文件",
    "cs_editor.delete_saved_file_tooltip": "删除已保存的文件",
    "cs_editor.density_contribution": "密度贡献度",
    "cs_editor.density_settings": "密度设置",
    "cs_editor.density_size": "密度尺寸",
    "cs_editor.direction_x_minus": "X-（左）",
    "cs_editor.direction_x_plus": "X+（右）",
    "cs_editor.direction_y_minus": "Y-（后）",
    "cs_editor.direction_y_plus": "Y+（前）",
    "cs_editor.direction_z_minus": "Z-（下）",
    "cs_editor.direction_z_plus": "Z+（上）",
    "cs_editor.directional_color": "方向光颜色",
    "cs_editor.directional_colors": "方向光颜色",
    "cs_editor.directional_fade": "方向光衰减",
    "cs_editor.directional_settings": "方向光设置",
    "cs_editor.directional_xy": "方向光 XY",
    "cs_editor.directional_z": "方向光 Z",
    "cs_editor.drag_colours_here": "将颜色拖动到此处以保存为收藏。",
    "cs_editor.drag_to_favourites": "将颜色拖动到此处以添加到收藏",
    "cs_editor.edit_current_cell_lighting": "编辑当前单元格光照",
    "cs_editor.editor_flags": "编辑器标志",
    "cs_editor.editor_id": "编辑器ID",
    "cs_editor.editor_id_label": "编辑器ID：%s",
    "cs_editor.editor_ui_scale": "编辑器UI缩放",
    "cs_editor.editor_ui_scale_tooltip": "缩放所有编辑器UI元素的大小（0.5 = 50%，2.0 = 200%）",
    "cs_editor.effect_shader": "效果着色器",
    "cs_editor.enable": "启用",
    "cs_editor.enable_inherit_feature": "启用\"从父级继承\"功能",
    "cs_editor.enable_inherit_feature_tooltip": "显示复选框以从父级天气复制设置（仅编辑器功能）",
    "cs_editor.enable_inherit_from_parent": "启用从父级继承",
    "cs_editor.enable_inherit_tooltip": "在天气控件中显示从父级继承选项",
    "cs_editor.enable_weather_overrides_hint": "启用上方天气特定覆写以自定义此天气的设置。",
    "cs_editor.enabled_badge": "[已启用]",
    "cs_editor.exit_free_camera": "退出自由相机",
    "cs_editor.exit_play_mode": "退出游玩模式",
    "cs_editor.face_target": "面向目标",
    "cs_editor.falling_speed": "下落速度",
    "cs_editor.fav": "收藏",
    "cs_editor.fav_most_colours": "收藏/最常用颜色在此处。",
    "cs_editor.fav_most_values": "收藏/最常用值在此处。",
    "cs_editor.favorites": "收藏夹",
    "cs_editor.favorites_count": "收藏：%d",
    "cs_editor.favourites": "收藏夹",
    "cs_editor.feature_specific_settings": "配置功能特定的设置，当此天气激活时应用。这些设置会针对此天气覆盖功能的全局设置。",
    "cs_editor.features": "功能",
    "cs_editor.file": "文件",
    "cs_editor.file_label": "文件：%s",
    "cs_editor.filter_all": "全部",
    "cs_editor.filter_editor_id": "编辑器ID",
    "cs_editor.filter_file": "文件",
    "cs_editor.filter_form_id": "表单ID",
    "cs_editor.filter_help": "按所选列筛选对象列表。\n全部：搜索编辑器ID、Form ID、文件和状态。\n状态：搜索框非空时隐藏无状态标记的项目。\nCtrl+F：聚焦搜索\nEnter：打开选中项",
    "cs_editor.filter_hint": "筛选... (Ctrl+F)",
    "cs_editor.filter_status": "状态",
    "cs_editor.flagged": "已标记",
    "cs_editor.flags": "标志",
    "cs_editor.fog_clamp": "雾限制",
    "cs_editor.fog_color_far": "远雾颜色",
    "cs_editor.fog_color_near": "近雾颜色",
    "cs_editor.fog_far": "远",
    "cs_editor.fog_max": "最大值",
    "cs_editor.fog_near": "近",
    "cs_editor.fog_power": "雾强度",
    "cs_editor.fog_power_short": "强度",
    "cs_editor.force_this_weather": "强制使用此天气",
    "cs_editor.force_weather": "强制天气",
    "cs_editor.form_id": "表单ID",
    "cs_editor.form_id_label": "Form ID?%08X",
    "cs_editor.form_record_references": "此天气使用的表单记录引用。",
    "cs_editor.form_reference_note": "此表单被天气记录引用。要更改使用的表单，请在天气控件中编辑\"记录\"选项卡。",
    "cs_editor.free_camera_scroll": "自由相机（滚动调节速度）",
    "cs_editor.game_time": "游戏时间",
    "cs_editor.game_time_tooltip": "调整当前游戏时间",
    "cs_editor.general": "通用",
    "cs_editor.general_settings": "通用设置",
    "cs_editor.global_settings_tooltip_0": "此天气使用全局功能设置。",
    "cs_editor.global_settings_tooltip_1": "点击以启用天气特定覆写。",
    "cs_editor.gravity_velocity": "重力速度",
    "cs_editor.help": "帮助",
    "cs_editor.imagespace_label": "图像空间：",
    "cs_editor.imagespaces_count": "图像空间：%d",
    "cs_editor.inherit_all": "全部继承",
    "cs_editor.inherit_ambient_color": "继承环境光颜色",
    "cs_editor.inherit_clip_distance": "继承裁剪距离",
    "cs_editor.inherit_directional_color": "继承方向光颜色",
    "cs_editor.inherit_directional_fade": "继承方向光衰减",
    "cs_editor.inherit_directional_rotation": "继承方向光旋转",
    "cs_editor.inherit_flags_desc": "这些标志控制从单元格的光照模板继承哪些光照属性。",
    "cs_editor.inherit_fog_color": "继承雾颜色",
    "cs_editor.inherit_fog_far": "继承远雾",
    "cs_editor.inherit_fog_max_clamp": "继承雾最大值（限制）",
    "cs_editor.inherit_fog_near": "继承近雾",
    "cs_editor.inherit_fog_power": "继承雾强度",
    "cs_editor.inherit_from_parent": "从父级继承",
    "cs_editor.inherit_from_parent_weather": "从父级天气继承",
    "cs_editor.inherit_light_fade_distances": "继承光照衰减距离",
    "cs_editor.inherit_rotation": "继承旋转",
    "cs_editor.inherited_from_lighting_template": "从光照模板继承",
    "cs_editor.inherited_from_parent_weather": "从父级天气继承",
    "cs_editor.inheriting_from_parent": "正在从父级继承",
    "cs_editor.intensity": "强度",
    "cs_editor.interior_cell": "室内单元格",
    "cs_editor.interior_only_available": "仅在室内单元格中可用",
    "cs_editor.interior_only_settings": "仅室内设置",
    "cs_editor.interior_settings_override": "添加到此处的设置将在您进入室内单元格时覆盖功能默认值。退出时值会自动恢复。",
    "cs_editor.json": "JSON",
    "cs_editor.keyboard_shortcuts": "键盘快捷键：",
    "cs_editor.label": "标签",
    "cs_editor.light_fade": "光照渐隐",
    "cs_editor.light_fade_end": "光照衰减结束",
    "cs_editor.light_fade_start": "光照衰减开始",
    "cs_editor.lighting_count": "光照：%d",
    "cs_editor.lightning_color_label": "闪电颜色",
    "cs_editor.load": "加载",
    "cs_editor.load_saved_file": "加载已保存的文件（如果没有文件则重置为原版）",
    "cs_editor.locked_weather_status": " [已锁定：%s]",
    "cs_editor.manual_apply_required_tooltip": "此表单类型仅在天气重新初始化时由引擎重新读取。\n自动应用已禁用 - 请使用应用按钮。",
    "cs_editor.max_recent_widgets": "最大最近控件数",
    "cs_editor.max_recent_widgets_tooltip": "要记住的最大最近控件数量",
    "cs_editor.menu": "菜单",
    "cs_editor.more_results": "... 还有{}个结果",
    "cs_editor.most_used": "最常用",
    "cs_editor.night": "夜晚",
    "cs_editor.night_far": "夜晚远",
    "cs_editor.night_max": "夜晚最大值",
    "cs_editor.night_near": "夜晚近",
    "cs_editor.night_power": "夜晚强度",
    "cs_editor.no_art_objects_available": "没有可用的艺术对象",
    "cs_editor.no_effect_shaders_available": "没有可用的效果着色器",
    "cs_editor.no_frequent_colors": "暂无常用颜色",
    "cs_editor.no_frequent_values": "暂无常用值",
    "cs_editor.no_interior_settings": "未配置仅室内设置。",
    "cs_editor.no_lighting_data": "此单元格没有可用的光照数据。",
    "cs_editor.no_open_widgets": "没有打开的控件",
    "cs_editor.no_recent_colors": "没有最近使用过的颜色",
    "cs_editor.no_recent_values": "没有最近使用过的值",
    "cs_editor.no_widgets_open": "没有控件打开",
    "cs_editor.none": "无",
    "cs_editor.none_filter": "无",
    "cs_editor.not_interior_cell": "此单元格不是室内单元格。",
    "cs_editor.not_same_as_cell_lighting": "注意：这与单元格光照模板继承不同。",
    "cs_editor.num_subtextures_x": "子纹理数量 X",
    "cs_editor.num_subtextures_y": "子纹理数量 Y",
    "cs_editor.objects": "对象",
    "cs_editor.offset": "偏移",
    "cs_editor.open": "打开",
    "cs_editor.open_imagespace_edit": "打开此图像空间进行编辑",
    "cs_editor.open_precipitation_edit": "打开此降水进行编辑",
    "cs_editor.open_visual_effect_edit": "打开此视觉效果进行编辑",
    "cs_editor.open_volumetric_edit": "打开此体积光照进行编辑",
    "cs_editor.open_widgets": "打开控件：",
    "cs_editor.options": "选项",
    "cs_editor.other": "其他",
    "cs_editor.overwrite_files": "覆盖文件",
    "cs_editor.palette": "调色板",
    "cs_editor.parameter": "参数",
    "cs_editor.parent": "父级",
    "cs_editor.parent_cs_editor_feature": "仅编辑器功能：设置父级天气以从中复制设置。",
    "cs_editor.particle_density_label": "粒子密度",
    "cs_editor.particle_shader": "粒子着色器",
    "cs_editor.particle_size": "粒子大小",
    "cs_editor.particle_texture_label": "粒子纹理",
    "cs_editor.particle_type": "粒子类型",
    "cs_editor.path_must_end_dds": "路径必须以'.dds'结尾",
    "cs_editor.pause_all": "全部暂停",
    "cs_editor.pause_time": "暂停时间",
    "cs_editor.pause_time_tooltip": "暂停或恢复游戏时间推进",
    "cs_editor.paused_click_resume": "已暂停 - 点击恢复",
    "cs_editor.phase_function": "相位函数",
    "cs_editor.phase_function_contribution": "相位函数贡献度",
    "cs_editor.phase_function_scattering": "相位函数散射",
    "cs_editor.play_mode_walk": "游玩模式 - 正常行走",
    "cs_editor.player_cell_unavailable": "玩家单元格不可用。",
    "cs_editor.precipitation_begin_fade_in_label": "降水开始淡入",
    "cs_editor.precipitation_end_fade_out_label": "降水结束淡出",
    "cs_editor.preview_free_camera": " [ %s ] 自由摄像机（速度：%.0f）",
    "cs_editor.preview_free_camera_locked": " [ %s ] 自由摄像机已锁定",
    "cs_editor.preview_play_mode": " [ %s ] 播放模式",
    "cs_editor.quick_tips": "快速提示：",
    "cs_editor.rain": "雨",
    "cs_editor.range_factor": "范围因子",
    "cs_editor.recent": "最近：",
    "cs_editor.recent_count": "最近：%d",
    "cs_editor.recently_used": "最近使用",
    "cs_editor.record_imagespace": "图像空间",
    "cs_editor.record_precipitation": "降水",
    "cs_editor.record_visual_effect": "视觉效果",
    "cs_editor.record_volumetric_lighting": "体积光照",
    "cs_editor.remove": "移除",
    "cs_editor.remove_from_palette": "从调色板移除",
    "cs_editor.remove_setting": "移除此设置",
    "cs_editor.reset_speed": "重置速度",
    "cs_editor.reset_speed_tooltip": "将时间速度重置为原版（%.1f倍）",
    "cs_editor.reset_to_default": "重置为1.0",
    "cs_editor.reset_to_global": "重置为全局设置",
    "cs_editor.reset_ui_scale_tooltip": "将UI缩放重置为默认值（100%）",
    "cs_editor.reset_window_layout": "重置窗口布局",
    "cs_editor.resume_time": "恢复时间",
    "cs_editor.revert": "还原",
    "cs_editor.revert_to_game_values": "还原为游戏值",
    "cs_editor.revert_to_original": "还原为原始游戏值",
    "cs_editor.rgb_color": "RGB 颜色",
    "cs_editor.right_click_to_clear": "右键点击清除",
    "cs_editor.right_click_to_remove": "右键点击移除",
    "cs_editor.rotation_velocity": "旋转速度",
    "cs_editor.sampling": "采样",
    "cs_editor.sampling_range_factor": "采样范围因子",
    "cs_editor.save": "保存",
    "cs_editor.save_all_open_widgets": "保存所有打开的控件",
    "cs_editor.save_to_file": "保存到文件",
    "cs_editor.save_widget": "保存 {}",
    "cs_editor.scattering": "散射",
    "cs_editor.search_settings_hint": "搜索设置（Ctrl+F）",
    "cs_editor.select_feature": "选择功能...",
    "cs_editor.select_setting": "选择设置...",
    "cs_editor.session_history": "会话和历史",
    "cs_editor.settings": "设置",
    "cs_editor.shortcut_ctrl_f": "Ctrl+F：聚焦搜索",
    "cs_editor.shortcut_ctrl_s": "Ctrl+S：保存所有打开的控件",
    "cs_editor.shortcut_ctrl_w": "Ctrl+W：关闭焦点控件",
    "cs_editor.shortcut_enter": "Enter：打开选中的控件",
    "cs_editor.shortcut_esc": "Esc：关闭编辑器",
    "cs_editor.size": "大小",
    "cs_editor.size_x": "尺寸 X",
    "cs_editor.size_y": "尺寸 Y",
    "cs_editor.snow": "雪",
    "cs_editor.start_rotation_range": "起始旋转范围",
    "cs_editor.status": "状态",
    "cs_editor.subtextures": "子纹理",
    "cs_editor.sun_damage": "阳光伤害",
    "cs_editor.tab_advanced": "高级",
    "cs_editor.tab_basic": "基础",
    "cs_editor.tab_dalc": "DALC",
    "cs_editor.tab_density": "密度",
    "cs_editor.tab_fog": "雾",
    "cs_editor.tab_inheritance": "继承",
    "cs_editor.tab_particle": "粒子",
    "cs_editor.tab_position": "位置",
    "cs_editor.tab_texture": "纹理",
    "cs_editor.text_buttons_tooltip": "将操作按钮显示为文本标签而非图标",
    "cs_editor.texture_file_not_found": "在Data/textures/下找不到纹理文件。",
    "cs_editor.texture_path": "纹理路径",
    "cs_editor.thunder_lightning_begin_fade_in": "雷声闪电开始淡入",
    "cs_editor.thunder_lightning_end_fade_out": "雷声闪电结束淡出",
    "cs_editor.thunder_lightning_frequency": "雷声闪电频率",
    "cs_editor.time_paused_status": " [时间已暂停]",
    "cs_editor.time_scale_tooltip": "调整时间流逝速度（原版：%.1f倍）",
    "cs_editor.tip_auto_apply": "自动应用会实时更新游戏",
    "cs_editor.tip_double_click": "双击编辑",
    "cs_editor.tip_lock_weather": "锁定天气以防止更改",
    "cs_editor.tip_quick_filters": "使用快速过滤进行快速排序",
    "cs_editor.tip_right_click": "右键点击标记状态",
    "cs_editor.tip_star_favorite": "点击星形图标收藏",
    "cs_editor.tip_undo": "撤消按钮还原最近的更改（Ctrl+Z）",
    "cs_editor.tod_day": "白天",
    "cs_editor.tod_night": "夜晚",
    "cs_editor.tod_sunrise": "日出",
    "cs_editor.tod_sunset": "日落",
    "cs_editor.total_objects": "总对象数：",
    "cs_editor.trans_delta": "过渡增量",
    "cs_editor.transitioning": "正在转换",
    "cs_editor.type": "类型",
    "cs_editor.ui_scale": "UI缩放",
    "cs_editor.undo_no_changes": "撤消（Ctrl+Z） - 没有可撤消的更改",
    "cs_editor.undone_changes_to": "撤销了对 {} 的更改",
    "cs_editor.unknown": "未知",
    "cs_editor.unlock": "解锁",
    "cs_editor.unlock_weather": "解锁天气",
    "cs_editor.unnamed_cell": "[未命名单元]",
    "cs_editor.unpause_all": "全部取消暂停",
    "cs_editor.unsaved_changes": "（未保存的更改）",
    "cs_editor.unsaved_changes_tooltip": "未保存的更改 - 点击保存进行保留",
    "cs_editor.unsupported_type": "（不支持的类型）",
    "cs_editor.unsupported_variable_type": "不支持的变量类型",
    "cs_editor.unsupported_variable_type_tooltip": "此变量类型尚未有自定义UI实现。上方的原始JSON值将被显示。",
    "cs_editor.use_inherit_checkboxes": "使用\"从父级继承\"复选框复制特定值。",
    "cs_editor.use_text_buttons": "使用文本按钮代替图标",
    "cs_editor.used_times": "使用了 {} 次",
    "cs_editor.user_settings": "用户设置",
    "cs_editor.using_global_settings": "使用全局设置",
    "cs_editor.using_weather_specific_settings": "使用天气特定设置",
    "cs_editor.value": "值",
    "cs_editor.values": "值",
    "cs_editor.values_3_plus": "（使用3次以上的值将显示在此处）",
    "cs_editor.vanilla_speed": "原版速度",
    "cs_editor.velocity": "速度",
    "cs_editor.viewport": "视口",
    "cs_editor.viewport_unavailable": "视口不可用",
    "cs_editor.viewport_unavailable_hdr": "启用HDR显示时视口不可用",
    "cs_editor.visual_effect_begin": "视觉效果开始",
    "cs_editor.visual_effect_end": "视觉效果结束",
    "cs_editor.volume": "音量",
    "cs_editor.volumetric_lighting_label": "体积光照：",
    "cs_editor.weather_lighting_browser": "CS 编辑器浏览器",
    "cs_editor.weathers_count": "天气：%d",
    "cs_editor.widget_type_cell_lighting": "单元光照",
    "cs_editor.widget_type_imagespace": "图像空间",
    "cs_editor.widget_type_lens_flare": "镜头光晕",
    "cs_editor.widget_type_lighting": "光照",
    "cs_editor.widget_type_precipitation": "降水",
    "cs_editor.widget_type_visual_effect": "视觉效果",
    "cs_editor.widget_type_volumetric_lighting": "体积光照",
    "cs_editor.widget_type_weather": "天气",
    "cs_editor.wind_direction_label": "风向",
    "cs_editor.wind_direction_range_label": "风向范围",
    "cs_editor.wind_speed": "风速",
    "cs_editor.window": "窗口",
    "cs_editor.xy_rotation": "XY 旋转",
    "cs_editor.yes_delete": "是，删除",
    "cs_editor.z_rotation": "Z 旋转",
    "feature.category.characters": "角色",
    "feature.category.display": "显示",
    "feature.category.grass": "草地",
    "feature.category.landscape_and_textures": "地形与纹理",
    "feature.category.lighting": "光照",
    "feature.category.materials": "材质",
    "feature.category.other": "其他",
    "feature.category.post_processing": "后处理",
    "feature.category.sky": "天空",
    "feature.category.utility": "工具",
    "feature.category.water": "水面",
    "feature.cloud_shadows.description": "为地形和物体投射逼真的云阴影，当云层掠过时产生动态的光影变化，增强氛围沉浸感。",
    "feature.cloud_shadows.key_feature_1": "地形与物体的动态云阴影投射",
    "feature.cloud_shadows.key_feature_2": "可配置的阴影不透明度，便于艺术控制",
    "feature.cloud_shadows.key_feature_3": "与云层运动同步的实时阴影移动",
    "feature.cloud_shadows.key_feature_4": "基于立方体贴图的精确阴影投射计算",
    "feature.cloud_shadows.key_feature_5": "增强的天空渲染集成",
    "feature.cloud_shadows.name": "云阴影",
    "feature.cloud_shadows.opacity": "不透明度",
    "feature.cloud_shadows.opacity_tooltip": "值越高，云阴影越暗。",
    "feature.cs_editor.accelerate_weather_change": "加速天气变化",
    "feature.cs_editor.accelerate_weather_change_tooltip": "启用时，天气变化即时生效",
    "feature.cs_editor.aurora": "极光",
    "feature.cs_editor.aurora_sun": "极光太阳",
    "feature.cs_editor.clear_all": "清除全部",
    "feature.cs_editor.cloudy": "多云",
    "feature.cs_editor.collapse": "折叠",
    "feature.cs_editor.current_weather": "当前天气：%s",
    "feature.cs_editor.current_weather_column": "当前天气",
    "feature.cs_editor.description": "用于在游戏内检查、编辑和预览面向渲染器数据的开发工具。",
    "feature.cs_editor.effective_wind_dir": "有效风向：%.1f°（原始 - %.1f°）",
    "feature.cs_editor.expand": "展开",
    "feature.cs_editor.feature_weather_analysis_tooltip_0": "天气分析提供方： ",
    "feature.cs_editor.feature_weather_analysis_tooltip_1": "功能类别： ",
    "feature.cs_editor.feature_weather_analysis_tooltip_2": "点击以%s此功能的天气数据",
    "feature.cs_editor.filter_by_weather_type": "按天气类型筛选：",
    "feature.cs_editor.has_custom_settings": "有自定义设置",
    "feature.cs_editor.headwind": "逆风（风朝向玩家）",
    "feature.cs_editor.key_feature_1": "提供天气编辑功能",
    "feature.cs_editor.key_feature_2": "包含对原版后处理和天气设置的动态保存与加载。",
    "feature.cs_editor.key_feature_3": "实时编辑和预览效果",
    "feature.cs_editor.key_feature_4": "即时切换任意天气，支持立即或渐变过渡",
    "feature.cs_editor.key_feature_5": "按类型筛选天气（晴朗、多云、雨天、雪天、极光），方便浏览",
    "feature.cs_editor.key_feature_6": "查看详细的天气信息，包括风、降水和闪电数据",
    "feature.cs_editor.key_feature_7": "颜色编码的天气名称，一目了然地展示所有天气属性",
    "feature.cs_editor.key_feature_8": "持久叠加窗口，可在游戏过程中持续监控天气",
    "feature.cs_editor.last_weather_column": "上次天气",
    "feature.cs_editor.left_crosswind": "左侧横风",
    "feature.cs_editor.lightning_begin_fade_in": "闪电开始淡入：%.3f（原始%u）",
    "feature.cs_editor.lightning_color": "闪电颜色：",
    "feature.cs_editor.lightning_end_fade_out": "闪电结束淡出：%.3f（原始%u）",
    "feature.cs_editor.lightning_fade_info_0": "闪电淡入淡出过渡参数：",
    "feature.cs_editor.lightning_fade_info_1": "开始淡入：闪电开始出现的点",
    "feature.cs_editor.lightning_fade_info_2": "结束淡出：闪电完全消失的点",
    "feature.cs_editor.lightning_fade_info_3": "原始值：0-255（uint8），归一化：0.0-1.0",
    "feature.cs_editor.lock_weather": "锁定天气",
    "feature.cs_editor.name": "CS 编辑器",
    "feature.cs_editor.no_active_weather": "无活跃天气",
    "feature.cs_editor.no_precipitation_data": "粒子密度：无降水数据",
    "feature.cs_editor.no_transition": "过渡来源：无过渡",
    "feature.cs_editor.no_weather_found": "未找到天气",
    "feature.cs_editor.none_filter": "无",
    "feature.cs_editor.none_filter_tooltip_0": "显示未分类到任何特定类别的天气。",
    "feature.cs_editor.none_filter_tooltip_1": "包括无标记或仅有未追踪标记的天气。",
    "feature.cs_editor.none_filter_tooltip_2": "追踪的类别：晴朗、多云、雨天、雪天、极光、极光日照",
    "feature.cs_editor.open_editor": "打开 CS 编辑器",
    "feature.cs_editor.particle_density": "粒子密度：%.3f",
    "feature.cs_editor.particle_texture": "粒子纹理：%s",
    "feature.cs_editor.particle_texture_none": "粒子纹理：无",
    "feature.cs_editor.player_direction": "玩家方向：%.1f°",
    "feature.cs_editor.pleasant": "晴朗",
    "feature.cs_editor.precip_begin_fade_in": "降水开始淡入：%.3f（原始%u）",
    "feature.cs_editor.precip_end_fade_out": "降水结束淡出：%.3f（原始%u）",
    "feature.cs_editor.precip_fade_info_0": "降水淡入淡出过渡参数：",
    "feature.cs_editor.precip_fade_info_1": "开始淡入：降水开始出现的点",
    "feature.cs_editor.precip_fade_info_2": "结束淡出：降水完全消失的点",
    "feature.cs_editor.precip_fade_info_3": "原始值：0-255（uint8），归一化：0.0-1.0",
    "feature.cs_editor.rainy": "下雨",
    "feature.cs_editor.reset_weather": "重置天气",
    "feature.cs_editor.reset_weather_tooltip": "将天气重置为默认值",
    "feature.cs_editor.right_crosswind": "右侧横风",
    "feature.cs_editor.select_all": "全选",
    "feature.cs_editor.select_weather": "选择天气",
    "feature.cs_editor.show_in_overlay": "在叠加层中显示",
    "feature.cs_editor.show_in_overlay_tooltip": "在单独的窗口中打开天气详情，\n即使主菜单关闭也保持打开。 ",
    "feature.cs_editor.sky_not_available": "天空不可用",
    "feature.cs_editor.sky_not_full": "天空未处于完整模式",
    "feature.cs_editor.sky_wind_speed": "天空风速：%.2f",
    "feature.cs_editor.sky_wind_tooltip_0": "天空系统的当前活跃风速",
    "feature.cs_editor.sky_wind_tooltip_1": "这会影响粒子行为和基于风的效果",
    "feature.cs_editor.snow": "下雪",
    "feature.cs_editor.tailwind": "顺风（风在玩家背后）",
    "feature.cs_editor.thunder_freq_info_0": "雷声频率原始值（0-255）：",
    "feature.cs_editor.thunder_freq_info_1": "Creation Kit滑块的已知数据点：",
    "feature.cs_editor.thunder_freq_info_2": "- 原始值15 = ~100%频率（最高雷声）",
    "feature.cs_editor.thunder_freq_info_3": "- 原始值76 = ~75%频率",
    "feature.cs_editor.thunder_freq_info_4": "- 原始值203 = ~20%频率",
    "feature.cs_editor.thunder_freq_info_5": "- 原始值246 = ~5%频率",
    "feature.cs_editor.thunder_freq_info_6": "- 原始值255 = ~0%频率（最低雷声）",
    "feature.cs_editor.thunder_freq_info_7": "范围：0-255（无符号8位整数）",
    "feature.cs_editor.thunder_freq_info_8": "注意：Creation Kit以非线性方式解释此值",
    "feature.cs_editor.thunder_frequency": "雷声频率：%u",
    "feature.cs_editor.toggle_with": "切换键： ",
    "feature.cs_editor.tooltip_editor_id": "编辑器ID：%s",
    "feature.cs_editor.tooltip_editor_id_2": "编辑器ID：%s",
    "feature.cs_editor.tooltip_flags": "标志：%s",
    "feature.cs_editor.tooltip_flags_none": "标志：无",
    "feature.cs_editor.tooltip_form_id": "表单ID：0x%08X",
    "feature.cs_editor.tooltip_form_id_2": "表单ID：0x%08X",
    "feature.cs_editor.tooltip_name": "名称：%s",
    "feature.cs_editor.tooltip_weather_name": "天气：%s",
    "feature.cs_editor.transition_progress": "过渡：{:.1f}%",
    "feature.cs_editor.transitioning_from": "过渡来源：%s",
    "feature.cs_editor.unknown": "未知",
    "feature.cs_editor.unlock_weather": "解锁天气",
    "feature.cs_editor.using_default_settings": "使用默认设置",
    "feature.cs_editor.weather": "天气",
    "feature.cs_editor.weather_controls": "天气控制",
    "feature.cs_editor.weather_information": "天气信息",
    "feature.cs_editor.weather_percentage": "天气百分比：%.1f%%",
    "feature.cs_editor.weather_picker": "天气选择器",
    "feature.cs_editor.weather_wind_speed": "天气风速：%.2f（原始%d）",
    "feature.cs_editor.wind_direction": "风向：%.1f°（原始%d）",
    "feature.cs_editor.wind_direction_range": "风向范围：%.1f°（原始%d）",
    "feature.cs_editor.wind_direction_tooltip_0": "天气定义中的风向",
    "feature.cs_editor.wind_speed_tooltip_0": "天气定义中的风速",
    "feature.cs_editor.wind_vs_player": "风与玩家夹角：%.1f°",
    "feature.cs_editor.wind_vs_player_tooltip_0": "风相对于玩家方向：",
    "feature.cs_editor.wind_vs_player_tooltip_1": "- ~0° = 顺风（风在玩家背后）",
    "feature.cs_editor.wind_vs_player_tooltip_2": "- ~±90° = 横风（左/右）",
    "feature.cs_editor.wind_vs_player_tooltip_3": "- ~±180° = 逆风（风朝向玩家）",
    "feature.dynamic_cubemaps.color": "颜色",
    "feature.dynamic_cubemaps.creator_info": "您必须通过添加着色器定义 CREATOR 来启用创作者模式",
    "feature.dynamic_cubemaps.description": "通过生成捕获周围环境的动态立方体贴图，提供实时环境映射和反射，实现逼真的表面反射效果。",
    "feature.dynamic_cubemaps.dynamic_cubemap_creator": "动态立方体贴图创建器",
    "feature.dynamic_cubemaps.enable_creator": "启用创建器",
    "feature.dynamic_cubemaps.enable_ssr": "启用屏幕空间反射",
    "feature.dynamic_cubemaps.enable_ssr_tooltip": "在水面上启用屏幕空间反射",
    "feature.dynamic_cubemaps.export": "导出",
    "feature.dynamic_cubemaps.key_feature_1": "实时环境捕获，生成逼真反射",
    "feature.dynamic_cubemaps.key_feature_2": "基于摄像机位置的动态立方体贴图生成",
    "feature.dynamic_cubemaps.key_feature_3": "增强的水面反射，包含环境细节",
    "feature.dynamic_cubemaps.key_feature_4": "优化的立方体贴图推理与辐照度计算",
    "feature.dynamic_cubemaps.name": "动态立方体贴图",
    "feature.dynamic_cubemaps.roughness": "粗糙度",
    "feature.dynamic_cubemaps.screen_space_reflections": "屏幕空间反射",
    "feature.exp_height_fog.apply_vanilla_fade": "应用原版渐隐",
    "feature.exp_height_fog.apply_vanilla_fade_tooltip": "将原版渐隐亮度应用于指数高度雾。",
    "feature.exp_height_fog.cubemap_mip_level": "立方体贴图Mip级别",
    "feature.exp_height_fog.debug": "调试",
    "feature.exp_height_fog.depth_distribution_scale": "深度分布比例",
    "feature.exp_height_fog.dir_inscattering_anisotropy": "方向光内散射各向异性",
    "feature.exp_height_fog.dir_inscattering_anisotropy_tooltip": "通过Henyey-Greenstein相位函数控制内散射的不对称性。\n正值产生前向散射（太阳周围发光）。\n零为各向同性。负值产生后向散射。",
    "feature.exp_height_fog.dir_inscattering_mul": "方向光内散射倍率",
    "feature.exp_height_fog.directional_scattering_intensity": "方向光散射强度",
    "feature.exp_height_fog.directional_shadow_bias": "方向阴影偏移",
    "feature.exp_height_fog.disable_vanilla_fog": "禁用原版雾",
    "feature.exp_height_fog.disable_vanilla_fog_tooltip": "完全禁用原版雾。仅应用指数高度雾。",
    "feature.exp_height_fog.enable_exp_height_fog": "启用指数高度雾",
    "feature.exp_height_fog.enable_volumetric_fog": "启用体积雾",
    "feature.exp_height_fog.fog_density": "雾密度",
    "feature.exp_height_fog.fog_height": "雾高度",
    "feature.exp_height_fog.fog_height_falloff": "雾高度衰减",
    "feature.exp_height_fog.fog_inscattering_color": "雾内散射颜色",
    "feature.exp_height_fog.grid_depth_slices": "网格深度切片",
    "feature.exp_height_fog.grid_pixel_size": "网格像素大小",
    "feature.exp_height_fog.history_miss_samples": "历史缺失采样数",
    "feature.exp_height_fog.inscattering_cubemap_tint": "内散射立方体贴图色调",
    "feature.exp_height_fog.local_light_scattering_intensity": "局部光散射强度",
    "feature.exp_height_fog.near_fade_in_distance": "近处淡入距离",
    "feature.exp_height_fog.original_fog_color_amount": "原始雾颜色量",
    "feature.exp_height_fog.sample_jitter_multiplier": "采样抖动倍率",
    "feature.exp_height_fog.sample_jitter_multiplier_tooltip": "对应 UE 的 r.VolumetricFog.LightScatteringSampleJitterMultiplier。\n在 Halton 序列基础上为每个体素添加随机偏移。\n0 = UE 默认值；非零值需要更强的时域滤波。",
    "feature.exp_height_fog.sky_lighting_scattering_intensity": "天空光照散射强度",
    "feature.exp_height_fog.start_distance": "起始距离",
    "feature.exp_height_fog.sunlight_attenuation": "阳光衰减量",
    "feature.exp_height_fog.temporal_history_weight": "时域历史权重",
    "feature.exp_height_fog.upsample_jitter_multiplier": "上采样抖动倍率",
    "feature.exp_height_fog.upsample_jitter_multiplier_tooltip": "对应 UE 的 r.VolumetricFog.UpsampleJitterMultiplier。\n在屏幕空间抖动最终 3D 雾查找，以隐藏\n低分辨率 froxel 像素化。0 = UE 默认值。",
    "feature.exp_height_fog.use_dynamic_cubemaps": "使用动态立方体贴图进行内散射",
    "feature.exp_height_fog.volumetric_albedo": "体积雾反照率",
    "feature.exp_height_fog.volumetric_emissive": "体积雾自发光",
    "feature.exp_height_fog.volumetric_extinction_scale": "体积雾消光比例",
    "feature.exp_height_fog.volumetric_fog": "体积雾",
    "feature.exp_height_fog.volumetric_scattering_distribution": "体积雾散射分布",
    "feature.exp_height_fog.volumetric_start_distance": "体积雾起始距离",
    "feature.exp_height_fog.volumetric_view_distance": "体积雾视距",
    "feature.exponential_height_fog.description": "添加逼真的高度雾效果，雾密度随高度变化，增强场景的大气深度和沉浸感。",
    "feature.exponential_height_fog.key_feature_1": "新增指数高度雾效果",
    "feature.exponential_height_fog.key_feature_2": "适配原版雾效设置",
    "feature.exponential_height_fog.key_feature_3": "营造大气深度感",
    "feature.exponential_height_fog.name": "指数高度雾",
    "feature.extended_materials.complex_material": "复杂材质",
    "feature.extended_materials.description": "扩展材质添加了包括视差遮蔽映射和复杂材质混合在内的高级材质效果。\n此功能可增强表面细节和深度感知，呈现更逼真的纹理。",
    "feature.extended_materials.enable_complex_material": "启用复杂材质",
    "feature.extended_materials.enable_complex_material_tooltip": "启用利用环境遮罩的复杂材质规范支持。包括视差贴图，以及更逼真的金属和镜面反射。对于环境遮罩中alpha通道无效的模组内容，可能导致纹理变形。 ",
    "feature.extended_materials.enable_height_blending": "启用地形高度混合",
    "feature.extended_materials.enable_height_blending_tooltip": "基于视差启用地形纹理混合。 ",
    "feature.extended_materials.enable_legacy_terrain": "启用旧版地形",
    "feature.extended_materials.enable_legacy_terrain_tooltip": "使用每张地形纹理的alpha通道启用地形视差。因此，所有地形纹理必须支持视差才能使效果正常工作。 ",
    "feature.extended_materials.enable_parallax": "启用视差",
    "feature.extended_materials.enable_parallax_tooltip": "在为视差制作的标准网格上启用视差效果。",
    "feature.extended_materials.enable_parallax_warping_fix": "启用视差变形修复",
    "feature.extended_materials.enable_parallax_warping_fix_tooltip": "启用修复，减少弯曲和平滑法线三角形上的视差缩放。",
    "feature.extended_materials.enable_shadows": "启用阴影",
    "feature.extended_materials.enable_shadows_tooltip": "使用视差时启用廉价软阴影。适用于所有方向光和点光源。",
    "feature.extended_materials.key_feature_1": "视差遮蔽映射，增加深度感",
    "feature.extended_materials.key_feature_2": "复杂材质混合",
    "feature.extended_materials.key_feature_3": "地形高度图支持",
    "feature.extended_materials.key_feature_4": "视差阴影",
    "feature.extended_materials.key_feature_5": "基于高度的纹理混合",
    "feature.extended_materials.name": "扩展材质",
    "feature.extended_materials.parallax": "视差",
    "feature.extended_materials.soft_shadows": "近似软阴影",
    "feature.extended_translucency.alpha_mode_anisotropic_fabric": "3 - 各向异性织物",
    "feature.extended_translucency.alpha_mode_disabled": "0 - 禁用",
    "feature.extended_translucency.alpha_mode_isotropic_fabric": "2 - 各向同性织物、玻璃等",
    "feature.extended_translucency.alpha_mode_rim_edge": "1 - 边缘光",
    "feature.extended_translucency.blend_weight": "混合权重",
    "feature.extended_translucency.blend_weight_tooltip": "控制效果应用于最终结果的混合权重。",
    "feature.extended_translucency.default_material_model": "默认材质模型",
    "feature.extended_translucency.default_material_model_tooltip": "各向异性半透明将根据您查看半透明表面的视角调整不透明度。\n  - 禁用：无各向异性半透明，平坦Alpha。\n  - 边缘光：无物理模型的简单边缘光效果，几何体边缘始终不透明，即使完全透明。\n  - 各向同性织物：由单一方向编织的虚构织物，尊重法线贴图，也适用于玻璃面板层。\n  - 各向异性织物：由切线和副法线方向编织的常见织物，忽略法线贴图。\n",
    "feature.extended_translucency.description": "为薄织物和其他半透明材质提供逼真的渲染效果。\n支持多种材质模型，适用于不同类型的半透明表面。",
    "feature.extended_translucency.key_feature_1": "多种半透明材质模型（边缘光、各向同性/各向异性织物）",
    "feature.extended_translucency.key_feature_2": "逼真的织物半透明效果，支持方向光透射",
    "feature.extended_translucency.key_feature_3": "通过NIF额外数据支持逐材质覆写",
    "feature.extended_translucency.key_feature_4": "可配置的透明度与柔和度控制",
    "feature.extended_translucency.key_feature_5": "性能优化的半透明计算",
    "feature.extended_translucency.name": "扩展半透明",
    "feature.extended_translucency.skinned_mesh_only": "仅蒙皮网格",
    "feature.extended_translucency.skinned_mesh_only_tooltip": "控制此效果是否仅应用于蒙皮网格。如果在随机对象上看到不期望的效果，请勾选此选项。",
    "feature.extended_translucency.softness": "柔和度",
    "feature.extended_translucency.softness_tooltip": "控制Alpha增加的柔和度，增加柔和度会减少Alpha的增加量。",
    "feature.extended_translucency.translucent_material": "半透明材质",
    "feature.extended_translucency.transparency_increase": "透明度增加",
    "feature.extended_translucency.transparency_increase_tooltip": "半透明材质会使材质平均更不透明，这可能与预期不同。降低Alpha以抵消此效果并增加输出的动态范围。",
    "feature.grass_collision.description": "启用动态草地交互——当角色走过草地时，草会弯曲和摆动，营造更沉浸的环境反应。",
    "feature.grass_collision.enable": "启用草地碰撞",
    "feature.grass_collision.grass_collision": "草地碰撞",
    "feature.grass_collision.key_feature_1": "角色移动带动实时草地变形",
    "feature.grass_collision.key_feature_2": "最多支持256个同时交互的碰撞检测",
    "feature.grass_collision.key_feature_3": "动态追踪角色位置以驱动草地响应",
    "feature.grass_collision.key_feature_4": "性能优化的碰撞计算",
    "feature.grass_collision.key_feature_5": "与现有草地渲染无缝集成",
    "feature.grass_collision.name": "草地碰撞",
    "feature.grass_lighting.basic_grass": "基础草地",
    "feature.grass_lighting.brightness": "亮度",
    "feature.grass_lighting.brightness_tooltip": "将草地纹理变暗，以便在新光照下看起来更好",
    "feature.grass_lighting.complex_grass": "复杂草地",
    "feature.grass_lighting.description": "通过改进的光照、高光和次表面散射，增强草地渲染效果。\n使草地看起来更自然，对光照条件反应更灵敏。",
    "feature.grass_lighting.detection_header": "复杂草地检测",
    "feature.grass_lighting.detection_threshold": "检测阈值",
    "feature.grass_lighting.detection_threshold_tooltip": "检测复杂草地纹理的阈值。值越低越严格。",
    "feature.grass_lighting.effects": "效果",
    "feature.grass_lighting.glossiness": "光泽度",
    "feature.grass_lighting.glossiness_tooltip": "高光光泽度。",
    "feature.grass_lighting.key_feature_1": "增强的草地光照模型",
    "feature.grass_lighting.key_feature_2": "草地上的高光反射",
    "feature.grass_lighting.key_feature_3": "次表面散射效果",
    "feature.grass_lighting.key_feature_4": "提升草地视觉质量",
    "feature.grass_lighting.key_feature_5": "可配置的材质属性",
    "feature.grass_lighting.lighting": "光照",
    "feature.grass_lighting.name": "草地光照",
    "feature.grass_lighting.override_complex": "覆盖复杂草地光照设置",
    "feature.grass_lighting.override_complex_tooltip": "覆盖草地网格作者设置的参数。复杂草地作者可以为其草地网格定义亮度。然而，某些作者可能未考虑Community Shaders提供的额外光源。此选项将其草地设置视为非复杂草地。这是Community Shaders < 0.7.0中的默认行为",
    "feature.grass_lighting.specular_desc": "复杂草地的高光",
    "feature.grass_lighting.specular_strength": "高光强度",
    "feature.grass_lighting.specular_strength_tooltip": "高光强度。",
    "feature.grass_lighting.sss_amount": "SSS量",
    "feature.grass_lighting.sss_tooltip": "次表面散射（SSS）量。柔和光照控制物体的均匀照明程度。背光照明照亮物体的背面。两者结合模拟光线穿过表面的传输。",
    "feature.hair_specular.description": "提供更好的头发着色效果，具有逼真的高光反射和基于切线的光线交互，呈现更生动的头发外观。",
    "feature.hair_specular.diffuse_multiplier": "漫反射倍率",
    "feature.hair_specular.enable_self_shadow": "启用屏幕空间自阴影",
    "feature.hair_specular.enable_self_shadow_tooltip": "为头发启用屏幕空间自阴影。\nMarschner头发模型在没有自阴影的情况下可能会有过亮的透射。\n",
    "feature.hair_specular.enable_tangent_shift": "启用切线偏移",
    "feature.hair_specular.enable_tangent_shift_tooltip": "启用使用切线偏移纹理来改变发丝上的高光变化。\n结果可能因使用的头发模型而异。\n",
    "feature.hair_specular.enabled": "启用",
    "feature.hair_specular.glossiness": "光泽度",
    "feature.hair_specular.glossiness_tooltip": "控制头发的光泽度。\nKajiya-Kay模式中光泽度映射到高光指数。\nMarschner模式中控制头发表面的粗糙度。\n",
    "feature.hair_specular.hair_base_color_multiplier": "头发基色倍率",
    "feature.hair_specular.hair_mode": "头发模式",
    "feature.hair_specular.hair_mode_tooltip": "选择要使用的头发着色模型。\nKajiya-Kay是模拟头发高光的经验模型。\nMarschner是更基于物理的模型，模拟头发光交互。\n两种模型都是各向异性的，支持基于切线的着色。\n没有自阴影时，Marschner可能因透射而显得过亮。\n",
    "feature.hair_specular.hair_saturation": "头发饱和度",
    "feature.hair_specular.indirect_diffuse_multiplier": "间接漫反射倍率",
    "feature.hair_specular.indirect_specular_multiplier": "间接高光倍率",
    "feature.hair_specular.key_feature_1": "逼真的头发高光反射",
    "feature.hair_specular.key_feature_2": "增强的头发光泽度与饱和度控制",
    "feature.hair_specular.key_feature_3": "独立的高光和漫反射光照倍率",
    "feature.hair_specular.key_feature_4": "切线偏移纹理支持，实现多样的头发高光效果",
    "feature.hair_specular.name": "头发高光",
    "feature.hair_specular.primary_tangent_shift": "主高光切线偏移",
    "feature.hair_specular.secondary_tangent_shift": "次高光切线偏移",
    "feature.hair_specular.self_shadow_exponent": "自阴影指数",
    "feature.hair_specular.self_shadow_scale": "自阴影缩放",
    "feature.hair_specular.self_shadow_strength": "自阴影强度",
    "feature.hair_specular.specular_multiplier": "高光倍率",
    "feature.hair_specular.transmission": "透射",
    "feature.hdr_display.advanced": "高级",
    "feature.hdr_display.advanced_tooltip_enable_windows_hdr": "建议启用 Windows HDR，而不是在这里强制开启。",
    "feature.hdr_display.advanced_tooltip_force_enable": "即使未检测到，也强制启用 HDR（不推荐）。",
    "feature.hdr_display.cancel": "取消",
    "feature.hdr_display.capable_display_windows_hdr_off": "支持 HDR 的显示器（Windows HDR 已关闭）",
    "feature.hdr_display.capable_display_windows_hdr_off_tooltip_0": "你的显示器支持 HDR，但 Windows HDR 当前已关闭。",
    "feature.hdr_display.capable_display_windows_hdr_off_tooltip_1": "请在 Windows 显示设置中启用 HDR，以允许自动检测。",
    "feature.hdr_display.description": "为HDR显示器提供真正的高动态范围输出。",
    "feature.hdr_display.display_detected": "检测到 HDR 显示器",
    "feature.hdr_display.display_reports_max_nits": "显示器报告的最大亮度：%.0f 尼特",
    "feature.hdr_display.display_reports_max_nits_tooltip_0": "该值由操作系统或驱动（DXGI MaxLuminance）报告，并非直接测量值。",
    "feature.hdr_display.display_reports_max_nits_tooltip_1": "它可能来自 EDID 元数据，因此可能与真实高光峰值亮度不同。",
    "feature.hdr_display.display_reports_max_nits_tooltip_2": "请把它当作初始参考值，并按需调节峰值亮度。",
    "feature.hdr_display.dont_show_again": "不再显示此提示",
    "feature.hdr_display.enable_hdr": "启用 HDR",
    "feature.hdr_display.enable_hdr_tooltip": "启用 HDR 输出。在扩展动态范围下尽量保持与原版相近的视觉效果。",
    "feature.hdr_display.enable_hdr_tooltip_not_detected": "未检测到 HDR 显示器。可使用“高级”按钮强制开启。",
    "feature.hdr_display.enable_hdr_tooltip_windows_off": "显示器支持 HDR，但 Windows HDR 已关闭。请先在 Windows 显示设置中启用 HDR，然后重启游戏。",
    "feature.hdr_display.enabled_without_detected_display": "HDR 已启用，但未检测到 HDR 显示器。",
    "feature.hdr_display.exclusive_fullscreen_warning": "警告：检测到独占全屏模式。",
    "feature.hdr_display.exclusive_fullscreen_warning_detail": "HDR 与独占全屏不兼容，可能无法正常工作。请切换到无边框窗口模式以获得正确的 HDR 支持。",
    "feature.hdr_display.force_enable_hdr": "强制启用 HDR",
    "feature.hdr_display.force_enable_hdr_confirm": "仅当你确实拥有 HDR 显示器，但它未被正确检测到时，才应继续。",
    "feature.hdr_display.force_enable_hdr_detected_warning": "未在你的显示器上检测到 HDR。",
    "feature.hdr_display.force_enable_hdr_sdr_warning": "如果你使用的是 SDR（标准动态范围）显示器，游戏画面会非常不正常。",
    "feature.hdr_display.force_enable_hdr_warning": "警告：强制启用 HDR",
    "feature.hdr_display.key_feature_1": "支持HDR10输出（10位色深），升级HDR缓冲区至16位，完全无裁剪的渲染管线以实现真正的HDR数值。",
    "feature.hdr_display.key_feature_2": "基于Skyrim ISHDR路径的HDR感知色调映射（Reinhard/Hejl-Burgess-Dawson），在保留原版风格的同时改善HDR显示器上的高光处理。",
    "feature.hdr_display.key_feature_3": "可配置的纸张白点和峰值亮度。",
    "feature.hdr_display.name": "HDR 显示",
    "feature.hdr_display.paper_white_nits": "纸白亮度（尼特）",
    "feature.hdr_display.paper_white_tooltip_0": "控制 SDR 白色在 HDR 显示器上的显示亮度。",
    "feature.hdr_display.paper_white_tooltip_1": "203 尼特是 ITU BT.2408 参考值。提高该值可获得更亮的画面。",
    "feature.hdr_display.peak_brightness_nits": "峰值亮度（尼特）",
    "feature.hdr_display.peak_brightness_tooltip_0": "显示器可输出的最大亮度。",
    "feature.hdr_display.peak_brightness_tooltip_1": "请设置为与你显示器真实峰值亮度相匹配的数值。",
    "feature.hdr_display.sdr_display_not_detected": "SDR 显示器（未检测到 HDR）",
    "feature.hdr_display.ui_brightness_multiplier": "UI 亮度倍率",
    "feature.hdr_display.ui_brightness_multiplier_tooltip_0": "在 HDR 模式下，UI 亮度 = 纸白亮度 x 此倍率。",
    "feature.hdr_display.ui_brightness_multiplier_tooltip_1": "1.00x 表示 UI 以纸白亮度渲染。更高的值会让 UI 相对场景内容更亮。",
    "feature.hdr_display.ui_brightness_multiplier_tooltip_2": "注意：主菜单和加载画面始终以纸白亮度渲染。",
    "feature.hdr_display.warning_popup_title": "HDR 警告",
    "feature.ibl.dalc_amount": "DALC量",
    "feature.ibl.dalc_amount_tooltip": "将IBL亮度向游戏原版环境光（DALC）级别混合。\n0 = 不匹配（纯IBL亮度），1 = 完全匹配原版环境光。",
    "feature.ibl.dalc_mode": "DALC模式",
    "feature.ibl.dalc_mode_color_ratio": "颜色比例",
    "feature.ibl.dalc_mode_dalc_plus_sky": "DALC + 天空",
    "feature.ibl.dalc_mode_dalc_plus_sky_directional": "DALC + 天空（定向）",
    "feature.ibl.dalc_mode_luminance_ratio": "亮度比例",
    "feature.ibl.dalc_mode_tooltip": "DALC与IBL亮度比率的计算方式：\n亮度比：来自总亮度的标量比率（丢失DALC颜色色调）。\n颜色比：逐通道比率（保留DALC颜色色调）。\nDALC + 天空：使用原版环境光作为基础，天空IBL叠加。天光仅影响天空。\nDALC + 天空（方向性）：相同，但天光也按方向降低原版环境光。",
    "feature.ibl.description": "用基于物理的IBL替代游戏的环境光照，IBL从立方体贴图的球谐函数中推导得出。",
    "feature.ibl.disable_in_interiors": "在室内禁用",
    "feature.ibl.disable_in_interiors_tooltip": "在室内单元中禁用IBL。",
    "feature.ibl.enable_ibl": "启用IBL",
    "feature.ibl.enable_ibl_tooltip": "切换IBL。启用时，环境光来自立方体贴图球谐函数，而非原版系统。",
    "feature.ibl.env_ibl_saturation": "环境IBL饱和度",
    "feature.ibl.env_ibl_saturation_tooltip": "环境IBL的颜色饱和度。\n较低值产生更中性的环境光；较高值产生更鲜艳的颜色。",
    "feature.ibl.env_ibl_scale": "环境IBL缩放",
    "feature.ibl.env_ibl_scale_tooltip": "环境IBL的强度倍率（来自动态立方体贴图）。\n控制周围环境对环境光照的贡献强度。",
    "feature.ibl.fog_mix": "雾混合",
    "feature.ibl.fog_mix_tooltip": "将雾颜色向IBL环境光颜色混合。\n0 = 原版雾，1 = 雾完全由IBL着色。",
    "feature.ibl.key_feature_1": "将环境和天空立方体贴图投影为球谐函数(SH)以计算辐照度",
    "feature.ibl.key_feature_2": "双IBL源：环境立方体贴图（动态立方体贴图）和Skyrim原生天空反射立方体贴图",
    "feature.ibl.key_feature_3": "DALC亮度匹配，保持IBL与游戏环境光水平一致",
    "feature.ibl.key_feature_4": "可配置的每源强度、饱和度、雾混合以及每天气覆写",
    "feature.ibl.key_feature_5": "静态IBL回退纹理，用于世界外对象（如物品栏物品）",
    "feature.ibl.name": "基于图像的光照",
    "feature.ibl.preserve_fog_luminance": "保持雾亮度",
    "feature.ibl.preserve_fog_luminance_tooltip": "当雾混合激活时，重新缩放IBL着色的雾以保持原始雾亮度。\n防止雾变得过亮或过暗。",
    "feature.ibl.sky_ibl_saturation": "天空IBL饱和度",
    "feature.ibl.sky_ibl_saturation_tooltip": "天空IBL的颜色饱和度。\n较低值产生更中性的环境光；较高值产生更鲜艳的颜色。",
    "feature.ibl.sky_ibl_scale": "天空IBL缩放",
    "feature.ibl.sky_ibl_scale_tooltip": "天空IBL的强度倍率（来自游戏的原始反射立方体贴图）。\n控制天空对环境光照的贡献强度。",
    "feature.ibl.use_static_ibl": "对世界外物体使用静态IBL",
    "feature.ibl.use_static_ibl_tooltip": "对在游戏世界外渲染的物体（如物品栏物品、加载画面）使用预烘焙的静态IBL立方体贴图纹理。",
    "feature.interior_sun.description": "允许太阳和月亮的光线和阴影照射到室内空间。",
    "feature.interior_sun.force_double_sided": "强制双面渲染",
    "feature.interior_sun.force_double_sided_tooltip": "在室内太阳阴影贴图渲染期间禁用背面剔除。将防止大部分通过未遮罩/未准备好的室内的漏光，性能成本较小。 ",
    "feature.interior_sun.interior_shadow_distance": "室内阴影距离",
    "feature.interior_sun.interior_shadow_distance_tooltip": "设置在室内渲染阴影的距离。较低值提供更高质量的阴影并改善性能，但可能导致远处室内空间照亮不正确。 ",
    "feature.interior_sun.key_feature_1": "仅对明确启用的室内空间生效",
    "feature.interior_sun.key_feature_2": "利用现有的太阳、月亮和天气系统",
    "feature.interior_sun.key_feature_3": "包含强制双面渲染选项，适用于未准备的室内场景",
    "feature.interior_sun.key_feature_4": "修复导致漏光的几何体裁剪问题",
    "feature.interior_sun.name": "室内阳光",
    "feature.inverse_square_lighting.description": "为光照实现额外的平方反比衰减，使光照衰减更加物理准确和逼真。",
    "feature.inverse_square_lighting.key_feature_1": "基于强度自动计算光照半径",
    "feature.inverse_square_lighting.key_feature_2": "光源在可配置的截止距离处平滑淡出，解决无限距离问题",
    "feature.inverse_square_lighting.key_feature_3": "不修改任何现有光照",
    "feature.inverse_square_lighting.key_feature_4": "需要使用开启了平方反比衰减的模组光源。",
    "feature.inverse_square_lighting.key_feature_5": "与Light Placer完全集成",
    "feature.inverse_square_lighting.name": "平方反比光照",
    "feature.key_features": "主要特性：",
    "feature.light_editor.active_shadow_lights": "活跃阴影光源：%u",
    "feature.light_editor.base_object": "基础对象：0x%08X | %s",
    "feature.light_editor.cell": "单元格：0x%08X | %s",
    "feature.light_editor.color": "颜色",
    "feature.light_editor.cutoff": "截止",
    "feature.light_editor.disable_inverse_square_falloff_lights": "禁用平方反比衰减光源",
    "feature.light_editor.disable_regular_falloff_lights": "禁用常规衰减光源",
    "feature.light_editor.intensity": "强度",
    "feature.light_editor.inverse_square": "平方反比光源",
    "feature.light_editor.ligh": "LIGH：0x%08X | %s",
    "feature.light_editor.light_flags": "光源标志",
    "feature.light_editor.lights": "光源",
    "feature.light_editor.linear": "线性光源",
    "feature.light_editor.memory_address": "内存地址：%p",
    "feature.light_editor.ni_light_name": "NiLight名称：%s",
    "feature.light_editor.owner": "所有者：0x%08X | %s",
    "feature.light_editor.owner_last_edited_by": "所有者最后编辑者：%s",
    "feature.light_editor.position_format": "X：%.2f，Y：%.2f，Z：%.2f",
    "feature.light_editor.radius": "半径",
    "feature.light_editor.save_to_light_placer": "保存到Light Placer",
    "feature.light_editor.select_a_light": "选择光源",
    "feature.light_editor.shadows_only": "仅阴影",
    "feature.light_editor.shadows_only_tooltip": "仅显示带有HemiShadow或OmniShadow标志的光源。",
    "feature.light_editor.size": "大小",
    "feature.light_editor.tes_flag_dynamic": "动态",
    "feature.light_editor.tes_flag_flicker": "闪烁",
    "feature.light_editor.tes_flag_flicker_slow": "缓慢闪烁",
    "feature.light_editor.tes_flag_hemi_shadow": "半球阴影",
    "feature.light_editor.tes_flag_negative": "负向",
    "feature.light_editor.tes_flag_omni_shadow": "全向阴影",
    "feature.light_editor.tes_flag_portal_strict": "传送门严格",
    "feature.light_editor.tes_flag_pulse": "脉冲",
    "feature.light_editor.tes_flag_pulse_slow": "缓慢脉冲",
    "feature.light_editor.total_lights": "总光源数：%u",
    "feature.light_limit_fix.debug": "调试",
    "feature.light_limit_fix.debug_feature_enabled": "调试功能 - 光源限制可视化已启用",
    "feature.light_limit_fix.description": "移除原版游戏的4光源限制，允许场景中无限数量的动态光源。\n大幅提升光照质量，实现更逼真的照明场景。",
    "feature.light_limit_fix.enable_lights_vis": "启用光源可视化",
    "feature.light_limit_fix.enable_lights_vis_tooltip": "启用光源限制的可视化\n",
    "feature.light_limit_fix.key_feature_1": "移除4光源限制",
    "feature.light_limit_fix.key_feature_2": "无限动态光源",
    "feature.light_limit_fix.key_feature_3": "提升光照质量",
    "feature.light_limit_fix.key_feature_4": "增强视觉真实感",
    "feature.light_limit_fix.light_limit_vis": "光源限制可视化",
    "feature.light_limit_fix.lights_vis_mode": "光源可视化模式",
    "feature.light_limit_fix.lights_vis_mode_tooltip": " - 可视化光源限制。当达到\"严格\"光源限制时为红色（传送门严格光源）。\n - 可视化严格光源的数量。\n - 可视化聚类光源的数量。\n - 可视化阴影遮罩。\n",
    "feature.light_limit_fix.name": "光源限制修复",
    "feature.light_limit_fix.statistics": "统计",
    "feature.linear_lighting.ambient_gamma": "环境伽马",
    "feature.linear_lighting.ambient_multiplier": "环境倍率",
    "feature.linear_lighting.blood_effects_multiplier": "血液效果倍率",
    "feature.linear_lighting.color_gamma": "颜色伽马",
    "feature.linear_lighting.deferred_effects_multiplier": "延迟效果倍率",
    "feature.linear_lighting.description": "通过色彩空间转换来提高光照计算的准确性。",
    "feature.linear_lighting.directional_light_multiplier": "方向光倍率",
    "feature.linear_lighting.effect_gamma": "效果伽马",
    "feature.linear_lighting.effect_lighting_multiplier": "效果光照倍率",
    "feature.linear_lighting.effect_transparency_gamma": "效果透明度伽马",
    "feature.linear_lighting.effects": "效果",
    "feature.linear_lighting.emissive_color_gamma": "自发光颜色伽马",
    "feature.linear_lighting.emissive_color_multiplier": "自发光颜色倍率",
    "feature.linear_lighting.enable": "启用线性光照",
    "feature.linear_lighting.fog_gamma": "雾伽马",
    "feature.linear_lighting.fog_transparency_gamma": "雾透明度伽马",
    "feature.linear_lighting.gamma_settings": "伽马设置",
    "feature.linear_lighting.glowmap_gamma": "发光贴图伽马",
    "feature.linear_lighting.glowmap_multiplier": "发光贴图倍率",
    "feature.linear_lighting.key_feature_1": "可自定义的伽马校正",
    "feature.linear_lighting.key_feature_2": "修正光照计算",
    "feature.linear_lighting.key_feature_3": "使PBR真正生效",
    "feature.linear_lighting.light_gamma": "光照伽马",
    "feature.linear_lighting.membrane_effects_multiplier": "膜效果倍率",
    "feature.linear_lighting.multipliers": "倍率",
    "feature.linear_lighting.name": "线性光照",
    "feature.linear_lighting.other_effects_multiplier": "其他效果倍率",
    "feature.linear_lighting.point_light_multiplier": "点光源倍率",
    "feature.linear_lighting.projected_effects_multiplier": "投射效果倍率",
    "feature.linear_lighting.sky_gamma": "天空伽马",
    "feature.linear_lighting.tab_advanced": "高级",
    "feature.linear_lighting.tab_general": "通用",
    "feature.linear_lighting.vanilla_diffuse_color_multiplier": "原版漫反射颜色倍率",
    "feature.linear_lighting.vl_gamma": "体积光照伽马",
    "feature.linear_lighting.water_gamma": "水伽马",
    "feature.lod_blending.description": "在LOD对象与全细节对象之间提供无缝的视觉过渡，消除生硬的切换，创造平滑的视觉连续性。",
    "feature.lod_blending.disable_terrain_vertex_colors": "禁用地形顶点颜色",
    "feature.lod_blending.disable_terrain_vertex_colors_tooltip": "禁用附近地形上的顶点着色。建议与 xLODGen 生成、且 Vertex Color Intensity 设为 0 的地形 LOD 搭配使用。",
    "feature.lod_blending.key_feature_1": "平滑的LOD对象亮度混合",
    "feature.lod_blending.key_feature_2": "增强的地形LOD外观匹配",
    "feature.lod_blending.key_feature_3": "针对雪景的LOD亮度调整",
    "feature.lod_blending.key_feature_4": "可选的地形顶点颜色修改",
    "feature.lod_blending.key_feature_5": "细节级别之间的无缝过渡",
    "feature.lod_blending.lod_object_brightness": "LOD 物体亮度",
    "feature.lod_blending.lod_object_gamma": "LOD 物体 Gamma",
    "feature.lod_blending.lod_object_snow_brightness": "LOD 雪地物体亮度",
    "feature.lod_blending.lod_object_snow_gamma": "LOD 雪地物体 Gamma",
    "feature.lod_blending.lod_terrain_brightness": "LOD 地形亮度",
    "feature.lod_blending.lod_terrain_gamma": "LOD 地形 Gamma",
    "feature.lod_blending.name": "LOD混合",
    "feature.perf_overlay.appearance": "外观",
    "feature.perf_overlay.bg_opacity": "背景不透明度",
    "feature.perf_overlay.clear_test_data": "清除测试数据",
    "feature.perf_overlay.display_options": "显示选项",
    "feature.perf_overlay.fps": "FPS：",
    "feature.perf_overlay.frame_history_size": "帧历史大小",
    "feature.perf_overlay.overlay_title": "性能叠加层",
    "feature.perf_overlay.position": "位置：",
    "feature.perf_overlay.post_fg_calculated": "帧生成后：计算计时（2倍帧生成前）",
    "feature.perf_overlay.post_fg_fps": "帧生成后FPS：",
    "feature.perf_overlay.post_fg_graph_tooltip": "FSR帧生成使用计算计时数据（2倍帧生成前）。\nDLSS帧生成提供测量计时数据。",
    "feature.perf_overlay.raw_fps": "原始FPS：",
    "feature.perf_overlay.reset_position": "重置位置",
    "feature.perf_overlay.restore_defaults": "恢复默认值",
    "feature.perf_overlay.restore_defaults_tooltip": "将性能叠加层设置恢复为默认值，包括图表、外观和更新间隔。",
    "feature.perf_overlay.show_border": "显示边框",
    "feature.perf_overlay.show_cs_passes": "显示CS渲染通道",
    "feature.perf_overlay.show_draw_calls": "显示绘制调用",
    "feature.perf_overlay.show_fps": "显示FPS计数器",
    "feature.perf_overlay.show_frametime_graph": "显示帧时间图表",
    "feature.perf_overlay.show_in_overlay": "在叠加层中显示",
    "feature.perf_overlay.show_in_overlay_tooltip": "在单独的窗口中打开性能叠加层，\n即使主菜单关闭也保持打开。 ",
    "feature.perf_overlay.show_post_fg_graph": "显示帧生成后帧时间图表",
    "feature.perf_overlay.show_pre_fg_graph": "显示帧生成前帧时间图表",
    "feature.perf_overlay.show_vram": "显示VRAM使用量",
    "feature.perf_overlay.text_size": "文本大小",
    "feature.perf_overlay.toggle_with": "切换键：",
    "feature.perf_overlay.update_interval": "更新间隔",
    "feature.perf_overlay.vram_not_available": "VRAM使用量：不可用",
    "feature.perf_overlay.vram_usage": "VRAM使用量：",
    "feature.performance_overlay.description": "实时性能监控系统，显示FPS、帧时间、绘制调用、显存使用量以及详细的着色器性能分析。",
    "feature.performance_overlay.key_feature_1": "实时FPS和帧时间监控，可配置更新间隔",
    "feature.performance_overlay.key_feature_2": "交互式绘制调用分析，按着色器类型展示性能细分",
    "feature.performance_overlay.key_feature_3": "显存使用量监控，带可视化进度条",
    "feature.performance_overlay.key_feature_4": "帧时间图表，用于帧生成前后的分析",
    "feature.performance_overlay.key_feature_5": "A/B测试支持，对比不同配置的性能表现",
    "feature.performance_overlay.key_feature_6": "颜色编码的性能指标，可自定义阈值",
    "feature.performance_overlay.key_feature_7": "可移动的叠加窗口，位置持久保存",
    "feature.performance_overlay.name": "性能叠加层",
    "feature.render_doc.description": "提供应用内的RenderDoc捕获支持与便捷UI。",
    "feature.render_doc.key_feature_1": "为捕获添加注释，可在RenderDoc UI中查看",
    "feature.render_doc.key_feature_2": "打开捕获文件夹",
    "feature.render_doc.key_feature_3": "捕获文件管理",
    "feature.render_doc.name": "RenderDoc",
    "feature.renderdoc.cancel": "取消",
    "feature.renderdoc.capture_active": "RenderDoc捕获正在进行。",
    "feature.renderdoc.capture_control": "捕获控制",
    "feature.renderdoc.capture_control_tooltip": "手动捕获创建和基本控制",
    "feature.renderdoc.capture_dir": "捕获目录：%s",
    "feature.renderdoc.capture_dir_tooltip": "右键点击复制目录路径。",
    "feature.renderdoc.capture_files": "捕获文件",
    "feature.renderdoc.capture_files_tooltip": "查看和管理单个捕获文件",
    "feature.renderdoc.capture_frames": "捕获帧数",
    "feature.renderdoc.capture_frames_tooltip": "要捕获的连续帧数。1使用普通RenderDoc捕获；更高值使用TriggerMultiFrameCapture。",
    "feature.renderdoc.capture_size": "捕获大小",
    "feature.renderdoc.capture_size_tooltip": "捕获目录中所有捕获文件的总大小",
    "feature.renderdoc.clear_all_captures": "清除所有捕获",
    "feature.renderdoc.col_created": "创建时间",
    "feature.renderdoc.col_filename": "文件名",
    "feature.renderdoc.col_size": "大小",
    "feature.renderdoc.comments_hint": "下一次捕获的附加注释（可选）",
    "feature.renderdoc.comments_tooltip": "附加注释将追加到自动元数据中，并嵌入到.rdc文件中",
    "feature.renderdoc.confirm_delete": "您确定要删除所有捕获文件吗？",
    "feature.renderdoc.copy_dir_path": "复制目录路径",
    "feature.renderdoc.create_capture": "创建捕获",
    "feature.renderdoc.delete_size": "这将永久删除%u MB的捕获数据。",
    "feature.renderdoc.disk_usage": "磁盘使用量",
    "feature.renderdoc.disk_usage_tooltip": "监控捕获存储使用情况",
    "feature.renderdoc.double_click_hint": "双击文件名以打开捕获文件",
    "feature.renderdoc.enable_capture": "启用RenderDoc捕获",
    "feature.renderdoc.enable_capture_tooltip": "启用RenderDoc帧捕获，以便为Community Shaders团队提供调试捕获。",
    "feature.renderdoc.enable_capture_tooltip2": "启用捕获将强制启用帧注释以便于调试，并在禁用时恢复之前的设置。",
    "feature.renderdoc.hover_hint": "悬停在文件名上查看文件详情",
    "feature.renderdoc.no_files": "未找到捕获文件。",
    "feature.renderdoc.not_enough_space": "没有足够的可用磁盘空间来创建捕获。",
    "feature.renderdoc.ok": "确定",
    "feature.renderdoc.open_capture_dir": "打开捕获目录",
    "feature.renderdoc.refresh_list": "刷新列表",
    "feature.renderdoc.restart_to_disable": "需要重启才能禁用RenderDoc捕获，性能将受到严重影响。",
    "feature.renderdoc.restart_to_enable": "需要重启才能启用RenderDoc捕获。",
    "feature.renderdoc.space_required": "至少需要{} MB的可用空间。",
    "feature.renderdoc.yes_delete": "是，全部删除",
    "feature.screen_space_gi.ao_only": "仅AO",
    "feature.screen_space_gi.ao_power": "AO强度",
    "feature.screen_space_gi.ao_radius": "AO半径",
    "feature.screen_space_gi.ao_radius_tooltip": "较小的半径产生更紧密的AO。",
    "feature.screen_space_gi.blur": "模糊",
    "feature.screen_space_gi.blur_radius": "模糊半径",
    "feature.screen_space_gi.buffer_viewer": "缓冲区查看器",
    "feature.screen_space_gi.debug": "调试",
    "feature.screen_space_gi.denoising": "降噪",
    "feature.screen_space_gi.depth_fade_range": "深度渐隐范围",
    "feature.screen_space_gi.depth_fade_range_tooltip": "基于深度的效果渐隐的距离范围。",
    "feature.screen_space_gi.description": "屏幕空间全局光照为游戏添加逼真的间接光照和环境光遮蔽。此技术模拟光线在表面上反射以自然地照亮其他物体。",
    "feature.screen_space_gi.enabled": "启用",
    "feature.screen_space_gi.enabled_tooltip": "启用屏幕空间全局光照。禁用时，所有其他设置将被忽略。",
    "feature.screen_space_gi.extreme": "极致",
    "feature.screen_space_gi.extreme_tooltip": "全分辨率且干净。",
    "feature.screen_space_gi.full_res": "全分辨率",
    "feature.screen_space_gi.geometry_weight": "几何权重",
    "feature.screen_space_gi.geometry_weight_tooltip": "较高值使模糊对几何差异更敏感。",
    "feature.screen_space_gi.half_res": "半分辨率",
    "feature.screen_space_gi.hq_specular_il": "（实验性）HQ高光IL",
    "feature.screen_space_gi.hq_specular_il_tooltip": "实验性的高光GI，更准确但需要更多采样。不会被模糊。",
    "feature.screen_space_gi.il_distance_compensation": "IL距离补偿",
    "feature.screen_space_gi.il_distance_compensation_tooltip": "增亮/调暗更远的辐射度采样。",
    "feature.screen_space_gi.il_radius": "IL半径",
    "feature.screen_space_gi.il_radius_tooltip": "较大的半径产生更宽的IL。",
    "feature.screen_space_gi.il_saturation": "IL饱和度",
    "feature.screen_space_gi.il_source_brightness": "IL源亮度",
    "feature.screen_space_gi.indirect_lighting": "间接光照（IL）",
    "feature.screen_space_gi.key_feature_1": "逼真的间接光照",
    "feature.screen_space_gi.key_feature_2": "增强的环境光遮蔽",
    "feature.screen_space_gi.key_feature_3": "提升视觉深度和氛围",
    "feature.screen_space_gi.key_feature_4": "时间降噪，带来平滑结果",
    "feature.screen_space_gi.key_feature_5": "可配置的质量和性能设置",
    "feature.screen_space_gi.low": "低",
    "feature.screen_space_gi.low_tooltip": "四分之一分辨率且模糊。",
    "feature.screen_space_gi.max_frame_accumulation": "最大帧累积",
    "feature.screen_space_gi.max_frame_accumulation_tooltip": "累积多少过去帧的结果。较高值噪点更少但可能导致鬼影。",
    "feature.screen_space_gi.min_screen_radius": "最小屏幕半径",
    "feature.screen_space_gi.min_screen_radius_tooltip": "以显示宽度比例表示的最小屏幕空间效果半径，防止远场AO过小。",
    "feature.screen_space_gi.movement_disocclusion": "运动去遮挡",
    "feature.screen_space_gi.movement_disocclusion_tooltip": "如果像素从上帧移动得太远，其辐射度将不会带入此帧。\n较低值更严格。",
    "feature.screen_space_gi.name": "屏幕空间GI",
    "feature.screen_space_gi.quality_performance": "质量/性能",
    "feature.screen_space_gi.quarter_res": "四分之一分辨率",
    "feature.screen_space_gi.reference": "参考",
    "feature.screen_space_gi.reference_tooltip": "参考模式。",
    "feature.screen_space_gi.shader_compile_error": "计算着色器编译失败！",
    "feature.screen_space_gi.show_advanced": "显示高级选项",
    "feature.screen_space_gi.slices": "切片",
    "feature.screen_space_gi.slices_tooltip": "采样采用多少个方向。\n控制噪点。",
    "feature.screen_space_gi.standard": "标准",
    "feature.screen_space_gi.standard_tooltip": "半分辨率且相对稳定。",
    "feature.screen_space_gi.steps_per_slice": "每切片步数",
    "feature.screen_space_gi.steps_per_slice_tooltip": "在每个方向上采样的数量。\n控制光照精度，以及效果半径较大时的噪点。",
    "feature.screen_space_gi.temporal_denoiser": "时间降噪器",
    "feature.screen_space_gi.thickness": "厚度",
    "feature.screen_space_gi.thickness_tooltip": "遮挡物的厚度。仅影响AO。",
    "feature.screen_space_gi.toggles": "开关",
    "feature.screen_space_gi.vanilla_ssao": "原版SSAO",
    "feature.screen_space_gi.vanilla_ssao_tooltip": "启用Skyrim内置的SSAO。使用SSGI时通常禁用此选项以避免双重变暗。",
    "feature.screen_space_gi.view_resize": "视图调整大小",
    "feature.screen_space_gi.visual": "视觉",
    "feature.screen_space_gi.visual_il": "视觉 - IL",
    "feature.screen_space_shadows.bilinear_threshold": "双线性阈值",
    "feature.screen_space_shadows.bilinear_threshold_tooltip": "双线性插值期间边缘检测的深度阈值。较高值跨边缘更积极地平滑。",
    "feature.screen_space_shadows.description": "通过添加详细的接触阴影和提高阴影精度来增强阴影质量。\n此技术添加了传统阴影映射可能遗漏的精细细节阴影。",
    "feature.screen_space_shadows.enable": "启用",
    "feature.screen_space_shadows.enable_tooltip": "启用来自太阳/月亮方向的屏幕空间接触阴影。",
    "feature.screen_space_shadows.general": "通用",
    "feature.screen_space_shadows.key_feature_1": "增强的接触阴影",
    "feature.screen_space_shadows.key_feature_2": "提升阴影细节",
    "feature.screen_space_shadows.key_feature_3": "更好的阴影精度",
    "feature.screen_space_shadows.key_feature_4": "精细尺度的阴影效果",
    "feature.screen_space_shadows.key_feature_5": "可配置的阴影对比度",
    "feature.screen_space_shadows.name": "屏幕空间阴影",
    "feature.screen_space_shadows.sample_count": "采样数量倍率",
    "feature.screen_space_shadows.sample_count_tooltip": "阴影射线采样数量的倍率。较高值以性能为代价增加阴影范围。适应渲染分辨率。",
    "feature.screen_space_shadows.shadow_contrast": "阴影对比度",
    "feature.screen_space_shadows.shadow_contrast_tooltip": "阴影过渡的对比度增强。较高值产生更硬的阴影边缘。",
    "feature.screen_space_shadows.surface_thickness": "表面厚度",
    "feature.screen_space_shadows.surface_thickness_tooltip": "阴影检测的假设表面厚度。较低值产生更薄、更精确的阴影。",
    "feature.screenshot.apply_crop": "应用裁剪",
    "feature.screenshot.async_note": "捕获和保存异步运行，不会让游戏停顿。",
    "feature.screenshot.crop": "裁剪",
    "feature.screenshot.folder": "文件夹",
    "feature.screenshot.folder_tooltip": "相对路径相对于Skyrim安装目录解析。\n绝对路径（例如D:\\Captures）直接保存到该位置。",
    "feature.screenshot.hdr_bit_depth": "HDR PNG 位深度",
    "feature.screenshot.hdr_bit_depth_tooltip": "48 bpp RGB PNG 负载的量化位深。11位是较好的默认值；更高的值会增加文件大小，但收益递减。",
    "feature.screenshot.hdr_note": "HDR 已启用：将显示帧保存为带有 HDR10 元数据的 PNG（48 bpp RGB，cICP/cLLi）。请使用支持 HDR 的查看器，如 Windows 照片（HDR 开启）或 Special K SKIF。",
    "feature.screenshot.hotkey": "热键",
    "feature.screenshot.hotkey_collision": "此热键与原版PrintScreen冲突；两者都会触发保存。在Skyrim.ini中设置bAllowScreenShot=0以抑制原版，或在上方选择不同的热键。",
    "feature.screenshot.name": "截图",
    "feature.screenshot.open": "打开",
    "feature.screenshot.output": "输出",
    "feature.screenshot.sdr_note": "启用HDR显示来捕捉有着HDR10元数据的HDR PNG截图。SDR会使用以下选择的无损格式。",
    "feature.screenshot.take_screenshot": "立即截图",
    "feature.skin.a_multiplier_for_the_vanilla_specular_map_applied": "原版镜面反射贴图倍率，应用到第一层粗糙度。",
    "feature.skin.adds_a_constant_layer_of_wetness_to_all": "为所有皮肤添加一层恒定湿润度，使其始终略显潮湿或出汗，即使角色不在水中或没有剧烈活动。",
    "feature.skin.advanced_skin_shader_using_dual_specular_lobes": "使用双镜面反射叶瓣的高级皮肤着色器。",
    "feature.skin.base_color_multiplier": "基础色倍率",
    "feature.skin.body_tiling_multiplier": "身体平铺倍率",
    "feature.skin.controls_how_bumpy_wet_skin_appears_higher_values": "控制湿皮肤看起来有多凹凸。较高的值会让湿润区域出现更明显的表面波纹和扭曲。",
    "feature.skin.controls_how_much_fine_detail_is_added_to": "控制添加到湿润图案中的细节量。较高的值会在基础图案上叠加更多小尺度变化。",
    "feature.skin.controls_microscopic_roughness_of_stratum_corneum_layer": "控制角质层的微观粗糙度。",
    "feature.skin.controls_the_overall_contrast_and_roughness_of_the": "控制湿润图案的整体对比度和粗糙度。较高的值会让图案更明显、变化更多。",
    "feature.skin.controls_the_size_of_the_wet_dry_pattern": "控制皮肤上干湿图案的大小。较高的值会产生更细、更详细的图案；较低的值会产生更大、更宽的湿斑。",
    "feature.skin.description": "高级皮肤通过多种技术增强角色皮肤渲染。",
    "feature.skin.dynamic_wetness_detected": "检测到动态湿润度。",
    "feature.skin.enable_advanced_skin": "启用高级皮肤",
    "feature.skin.enable_skin_detail": "启用皮肤细节",
    "feature.skin.enable_skin_detail_texture": "启用皮肤细节纹理",
    "feature.skin.enable_sss_transmission": "启用 SSS 透射",
    "feature.skin.extra_edge_roughness": "额外边缘粗糙度",
    "feature.skin.extra_roughness_at_the_edges_of_the_skin": "皮肤边缘的额外粗糙度，用于近似脸部细绒毛。",
    "feature.skin.extra_skin_wetness": "额外皮肤湿润度",
    "feature.skin.fresnel_f0": "菲涅尔 F0",
    "feature.skin.fresnel_reflectance": "菲涅尔反射率",
    "feature.skin.full_sweat_threshold": "满汗阈值",
    "feature.skin.fuzz_f0": "细绒毛 F0",
    "feature.skin.fuzz_roughness": "细绒毛粗糙度",
    "feature.skin.fuzz_strength": "细绒毛强度",
    "feature.skin.how_many_seconds_it_takes_for_skin_to": "离开水后皮肤完全变干所需的秒数。较高的值会让湿润持续更久。",
    "feature.skin.intensity_of_secondary_specular_highlights": "次级镜面反射高光强度。",
    "feature.skin.key_feature_1": "基于物理的双镜面反射叶瓣，提供更真实的皮肤高光",
    "feature.skin.key_feature_2": "平铺皮肤细节纹理，提升真实感",
    "feature.skin.key_feature_3": "支持额外的粗糙度、半透明和湿润度纹理",
    "feature.skin.key_feature_4": "重做湿润系统，用于动态皮肤效果",
    "feature.skin.multiplier_for_specular_map": "镜面反射贴图倍率",
    "feature.skin.multiplier_for_the_base_color_texture": "基础色纹理倍率。",
    "feature.skin.multiply_the_tiling_for_the_body_to_match": "将身体平铺倍率乘上该值以匹配脸部。",
    "feature.skin.name": "高级皮肤",
    "feature.skin.options_for_additional_roughness_and_specular_maps": "额外粗糙度和镜面反射贴图选项。",
    "feature.skin.physical_main_roughness_multiplier": "物理主粗糙度倍率",
    "feature.skin.physical_second_roughness_multiplier": "物理次粗糙度倍率",
    "feature.skin.physical_specular_multiplier": "物理镜面反射倍率",
    "feature.skin.primary_roughness": "主粗糙度",
    "feature.skin.reload_skin_detail_texture": "重新加载皮肤细节纹理",
    "feature.skin.secondary_roughness": "次粗糙度",
    "feature.skin.secondary_specular_strength": "次级镜面反射强度",
    "feature.skin.should_be_30_50_lower_than_primary": "应比主粗糙度低 30-50%%。",
    "feature.skin.skin_detail_strength": "皮肤细节强度",
    "feature.skin.skin_detail_tiling": "皮肤细节平铺",
    "feature.skin.smoothness_of_epidermal_cell_layer_reflections": "表皮细胞层反射的平滑度。",
    "feature.skin.specular_texture_multiplier": "镜面反射纹理倍率",
    "feature.skin.sss_width": "SSS 宽度",
    "feature.skin.stamina_threshold_for_sweat": "出汗耐力阈值",
    "feature.skin.strength_of_skin_detail_texture": "皮肤细节纹理强度。",
    "feature.skin.the_character_reaches_maximum_sweat_when_stamina_drops": "当耐力低于此百分比时，角色达到最大出汗量。例如 0.15 表示耐力低于 15%% 时满汗。",
    "feature.skin.the_character_starts_sweating_when_their_stamina_drops": "当耐力低于此百分比时，角色开始出汗。例如 0.75 表示耐力低于 75%% 时出现汗水。",
    "feature.skin.the_more_tiling_the_more_detailed_the_skin": "平铺越多，皮肤细节越丰富。",
    "feature.skin.translucency": "半透明度",
    "feature.skin.translucency_of_the_sss_transmittance_effect": "SSS 透射效果的半透明度。",
    "feature.skin.use_dynamic_wetness": "使用动态湿润度",
    "feature.skin.wetness_fade_out_time": "湿润度淡出时间",
    "feature.skin.wetness_normal_scale": "湿润法线强度",
    "feature.skin.wetness_perlin_noise_lacunarity": "湿润 Perlin 噪声频率倍增",
    "feature.skin.wetness_perlin_noise_persistence": "湿润 Perlin 噪声持续度",
    "feature.skin.wetness_perlin_noise_scale": "湿润 Perlin 噪声比例",
    "feature.skin.width_of_the_sss_transmittance_effect": "SSS 透射效果的宽度。",
    "feature.sky_sync.custom_angle": "自定义角度",
    "feature.sky_sync.custom_angle_tooltip": "设置太阳轨迹的自定义角度。",
    "feature.sky_sync.description": "将体积光照和阴影与天空中太阳和月亮的实际位置同步。",
    "feature.sky_sync.enabled": "启用",
    "feature.sky_sync.enabled_tooltip": "启用或禁用天空同步功能。",
    "feature.sky_sync.key_feature_1": "修复太阳/月亮位置与光照方向不匹配的问题",
    "feature.sky_sync.key_feature_2": "包含可配置的替代太阳路径，呈现更逼真戏剧化的光照",
    "feature.sky_sync.key_feature_3": "根据可见性在太阳和月亮之间平滑切换光源",
    "feature.sky_sync.key_feature_4": "月光源可在Masser、Secunda或最亮者之间切换",
    "feature.sky_sync.key_feature_5": "基于月相自动计算月光强度",
    "feature.sky_sync.key_feature_6": "修复玩家提升海拔时太阳在地平线上显得更高的问题",
    "feature.sky_sync.min_shadow_elevation": "最小阴影仰角",
    "feature.sky_sync.min_shadow_elevation_tooltip": "阳光设置的最小角度。限制阴影长度。更高 = 日落/日出时更短的阴影。",
    "feature.sky_sync.moon_light_source": "月亮光源",
    "feature.sky_sync.moon_light_source_brightest": "最亮者",
    "feature.sky_sync.moon_light_source_masser": "Masser",
    "feature.sky_sync.moon_light_source_secunda": "Secunda",
    "feature.sky_sync.moon_light_source_tooltip": "选择夜晚投射阴影的月亮。",
    "feature.sky_sync.name": "天空同步",
    "feature.sky_sync.sun_path": "太阳路径",
    "feature.sky_sync.sun_path_custom": "自定义",
    "feature.sky_sync.sun_path_northern": "北侧天空",
    "feature.sky_sync.sun_path_southern": "南侧天空",
    "feature.sky_sync.sun_path_tooltip": "选择太阳穿越天空的轨迹。",
    "feature.sky_sync.sun_path_vanilla": "原版",
    "feature.sky_sync.use_alternate_sun_path": "使用备用太阳路径",
    "feature.sky_sync.use_alternate_sun_path_tooltip": "根据时间和季节计算太阳位置，而非原版运动。",
    "feature.skylighting.description": "通过计算天空遮蔽和方向光照，模拟逼真的环境照明，在户外环境中提供更精确自然的照明。",
    "feature.skylighting.diffuse_min_visibility": "漫反射最小可见度",
    "feature.skylighting.key_feature_1": "天空遮蔽计算，用于环境光照",
    "feature.skylighting.key_feature_2": "基于环境几何体的方向性天空光照",
    "feature.skylighting.key_feature_3": "增强的户外场景环境照明",
    "feature.skylighting.key_feature_4": "支持变化的天空光照强度",
    "feature.skylighting.key_feature_5": "与现有光照系统集成",
    "feature.skylighting.max_zenith": "最大天顶角",
    "feature.skylighting.max_zenith_tooltip": "较小的角度产生更集中的自上而下阴影。",
    "feature.skylighting.min_visibility_desc": "最小可见度值。漫反射使物体变暗。镜面反射从反射中移除天空。",
    "feature.skylighting.name": "天空光照",
    "feature.skylighting.rebuild": "重建天光",
    "feature.skylighting.rebuild_tooltip": "以下更改需要重建、加载屏幕或离开当前位置才能应用。",
    "feature.skylighting.specular_min_visibility": "镜面反射最小可见度",
    "feature.sss.albedo_handling": "反照率处理",
    "feature.sss.base_profile": "基础预设",
    "feature.sss.blur_radius": "模糊半径",
    "feature.sss.blur_radius_tooltip": "模糊半径。",
    "feature.sss.burley": "Burley",
    "feature.sss.burley_samples": "Burley采样数",
    "feature.sss.enable_character_lighting": "启用角色光照",
    "feature.sss.enable_character_lighting_tooltip": "原版功能。",
    "feature.sss.falloff": "衰减",
    "feature.sss.human_profile": "人类预设",
    "feature.sss.mean_free_path_color": "平均自由路径颜色",
    "feature.sss.mean_free_path_color_tooltip": "控制光在红色、绿色和蓝色通道中进入次表面的距离。由平均自由路径距离缩放。",
    "feature.sss.mean_free_path_distance": "平均自由路径距离",
    "feature.sss.mean_free_path_distance_tooltip": "控制平均自由路径颜色进入次表面的距离。",
    "feature.sss.post_scatter": "后散射",
    "feature.sss.post_scatter_tooltip": "先移除反照率，模糊辐照度，再乘回反照率。保留纹理细节。",
    "feature.sss.pre_and_post_scatter": "前后散射",
    "feature.sss.pre_and_post_scatter_tooltip": "使用 sqrt(albedo) 在模糊两侧分配反照率。基于物理的折中方案。",
    "feature.sss.pre_scatter": "前散射",
    "feature.sss.pre_scatter_tooltip": "直接模糊光照颜色。最快，但会模糊反照率纹理细节。",
    "feature.sss.separable_sss": "可分离SSS",
    "feature.sss.settings": "设置",
    "feature.sss.strength": "强度",
    "feature.sss.thickness": "厚度",
    "feature.sss.thickness_tooltip": "相对于深度的模糊半径。",
    "feature.subsurface_scattering.description": "模拟光线穿透半透明材质（如皮肤），创造更逼真的角色光照效果。\n该技术使有机材质看起来更生动自然。",
    "feature.subsurface_scattering.key_feature_1": "逼真的皮肤光照",
    "feature.subsurface_scattering.key_feature_2": "光穿透模拟",
    "feature.subsurface_scattering.key_feature_3": "为不同材质提供独立的配置文件",
    "feature.subsurface_scattering.key_feature_4": "增强的角色外观",
    "feature.subsurface_scattering.key_feature_5": "可配置的散射属性",
    "feature.subsurface_scattering.name": "次表面散射",
    "feature.terrain_blending.description": "提供地形与物体之间的无缝混合，消除物体与地面交汇处的生硬过渡，呈现更自然的景观。",
    "feature.terrain_blending.enable": "启用地形混合",
    "feature.terrain_blending.enable_tooltip": "启用地形与物体之间的无缝混合。",
    "feature.terrain_blending.key_feature_1": "地形与物体的无缝混合过渡",
    "feature.terrain_blending.key_feature_2": "高级深度缓冲区处理，实现平滑集成",
    "feature.terrain_blending.key_feature_3": "支持替代地形渲染模式",
    "feature.terrain_blending.key_feature_4": "针对复杂场景的多通道渲染优化",
    "feature.terrain_blending.key_feature_5": "增强的地形交互视觉连续性",
    "feature.terrain_blending.name": "地形混合",
    "feature.terrain_helper.description": "为需要额外纹理槽和视差映射功能的地形模组提供增强的地形材质支持。",
    "feature.terrain_helper.key_feature_1": "扩展的地形材质纹理槽支持",
    "feature.terrain_helper.key_feature_2": "地形纹理的视差映射集成",
    "feature.terrain_helper.key_feature_3": "自动地形材质检测与设置",
    "feature.terrain_helper.key_feature_4": "支持高级地形修改",
    "feature.terrain_helper.key_feature_5": "地形增强模组的兼容层",
    "feature.terrain_helper.name": "地形辅助",
    "feature.terrain_shadows.buffer_viewer": "缓冲区查看器",
    "feature.terrain_shadows.debug": "调试",
    "feature.terrain_shadows.description": "使用高度图数据为地形特征添加逼真的阴影投射，创造准确的地形阴影，增强深度感知和视觉真实感。",
    "feature.terrain_shadows.enable_terrain_shadow": "启用地形阴影",
    "feature.terrain_shadows.key_feature_1": "基于高度图的地形阴影计算",
    "feature.terrain_shadows.key_feature_2": "基于太阳位置的动态阴影更新",
    "feature.terrain_shadows.key_feature_3": "支持自定义高度图文件",
    "feature.terrain_shadows.key_feature_4": "实时阴影预处理和计算",
    "feature.terrain_shadows.key_feature_5": "与现有阴影系统集成",
    "feature.terrain_shadows.name": "地形阴影",
    "feature.terrain_variation.always_enabled_note": "地形变化在安装后始终启用。要关闭它，请使用启动时禁用。",
    "feature.terrain_variation.apply_to_lod_terrain": "应用到 LOD 地形",
    "feature.terrain_variation.apply_to_lod_terrain_tooltip": "将该平铺修复应用到 LOD 地形对象。\n这有助于减少远处地形上可见的重复平铺效果。",
    "feature.terrain_variation.description": "减少地形纹理的重复图案效果。\n通过为纹理采样添加变化来创造更自然的地形外观。",
    "feature.terrain_variation.key_feature_1": "减少地形纹理的平铺感",
    "feature.terrain_variation.key_feature_2": "随机纹理采样",
    "feature.terrain_variation.key_feature_3": "提升地形视觉质量",
    "feature.terrain_variation.key_feature_4": "与扩展材质视差兼容",
    "feature.terrain_variation.name": "地形变化",
    "feature.true_pbr.base_color_scale": "基础颜色缩放",
    "feature.true_pbr.blue": "蓝",
    "feature.true_pbr.coat": "镀层",
    "feature.true_pbr.coat_color": "镀层颜色",
    "feature.true_pbr.coat_roughness": "镀层粗糙度",
    "feature.true_pbr.coat_specular_level": "镀层高光等级",
    "feature.true_pbr.coat_strength": "镀层强度",
    "feature.true_pbr.density_randomization": "密度随机化",
    "feature.true_pbr.displacement_scale": "位移缩放",
    "feature.true_pbr.enabled": "启用",
    "feature.true_pbr.glint": "闪烁高光",
    "feature.true_pbr.global_settings": "全局设置",
    "feature.true_pbr.green": "绿",
    "feature.true_pbr.inner_layer_displacement_offset": "内层位移偏移",
    "feature.true_pbr.log_microfacet_density": "微表面密度对数",
    "feature.true_pbr.material_density_randomization": "密度随机化",
    "feature.true_pbr.material_glint": "闪烁高光",
    "feature.true_pbr.material_glint_enabled": "启用",
    "feature.true_pbr.material_log_microfacet_density": "微表面密度对数",
    "feature.true_pbr.material_microfacet_roughness": "微表面粗糙度",
    "feature.true_pbr.material_object": "材质对象",
    "feature.true_pbr.material_object_settings": "材质对象设置",
    "feature.true_pbr.material_save": "保存",
    "feature.true_pbr.material_screenspace_scale": "屏幕空间缩放",
    "feature.true_pbr.material_specular_level": "高光等级",
    "feature.true_pbr.microfacet_roughness": "微表面粗糙度",
    "feature.true_pbr.name": "True PBR",
    "feature.true_pbr.red": "红",
    "feature.true_pbr.reset_to_1_0": "重置为 1.0",
    "feature.true_pbr.roughness": "粗糙度",
    "feature.true_pbr.roughness_scale": "粗糙度缩放",
    "feature.true_pbr.save": "保存",
    "feature.true_pbr.screenspace_scale": "屏幕空间缩放",
    "feature.true_pbr.specular_level": "高光等级",
    "feature.true_pbr.subsurface": "次表面",
    "feature.true_pbr.subsurface_color": "次表面颜色",
    "feature.true_pbr.subsurface_opacity": "次表面不透明度",
    "feature.true_pbr.texture_set": "纹理集",
    "feature.true_pbr.texture_set_settings": "纹理集设置",
    "feature.true_pbr.vertex_ao_strength": "顶点 AO 强度",
    "feature.unified_water.debug": "调试",
    "feature.unified_water.description": "通过用LOD0（近景水面）替换远处水面瓦片，提供全面的水面LOD不匹配修复。",
    "feature.unified_water.error_water_cache_generation_failed_for_worldspaces_check": "错误：%d 个世界空间的水面缓存生成失败。请检查安装和 CommunityShaders.log",
    "feature.unified_water.generating_water_cache": "正在生成水面缓存：",
    "feature.unified_water.key_feature_1": "统一远景和近景水面的外观，统一所有光照视觉效果。",
    "feature.unified_water.key_feature_2": "彻底且根本地解决水面LOD不匹配问题。",
    "feature.unified_water.key_feature_3": "提供水面几何渲染的后台系统，支持更高级的水面效果。",
    "feature.unified_water.key_feature_4": "通过使用优化的远距离水面网格来提升原版性能。",
    "feature.unified_water.name": "统一水面",
    "feature.unified_water.regenerate_caches": "重新生成缓存",
    "feature.unified_water.regenerate_flowmap": "重新生成流图",
    "feature.unified_water.use_optimised_meshes": "使用优化网格",
    "feature.unified_water.use_optimised_meshes_tooltip": "使用三角面数显著更低的网格以提升性能，视觉质量无损。\n仅影响新创建的水体 - 需要切换位置或重启游戏才能生效。",
    "feature.upscaling.backend_diagnostics": "后端诊断",
    "feature.upscaling.description": "先进的超分辨率和帧生成技术，提升游戏性能。",
    "feature.upscaling.dlss_model_preset": "DLSS模型预设",
    "feature.upscaling.dlss_model_preset_default": "默认",
    "feature.upscaling.dlss_model_preset_j": "预设 J",
    "feature.upscaling.dlss_model_preset_k": "预设 K",
    "feature.upscaling.dlss_model_preset_l": "预设 L",
    "feature.upscaling.dlss_model_preset_m": "预设 M",
    "feature.upscaling.dlss_model_preset_tooltip": "选择要使用的DLSS AI模型预设。\n每个模型提供不同的视觉质量、性能和运动稳定性。\n设为\"默认\"以根据您的升频预设和硬件自动选择。\n更改此设置需要重启才能生效。",
    "feature.upscaling.force_enable_frame_generation": "强制启用帧生成",
    "feature.upscaling.fps_limit": "FPS限制",
    "feature.upscaling.fps_limit_tooltip_1": "设置帧率上限目标。",
    "feature.upscaling.fps_limit_tooltip_2": "起始值设置为比刷新率低2-3 FPS（例如120 Hz为117）。",
    "feature.upscaling.frame_generation": "帧生成",
    "feature.upscaling.frame_generation_available": "AMD FSR帧生成可用。",
    "feature.upscaling.frame_generation_desc": "帧生成通过插值真实帧与生成的帧来提供更流畅的体验",
    "feature.upscaling.frame_generation_in_menus": "菜单中启用帧生成",
    "feature.upscaling.frame_generation_in_menus_tooltip_1": "在游戏菜单打开时保持帧生成激活。",
    "feature.upscaling.frame_generation_in_menus_tooltip_2": "可能感觉更流畅，但会增加菜单输入延迟。",
    "feature.upscaling.frame_generation_proxy_note": "需要D3D11到D3D12代理，可能产生兼容性问题",
    "feature.upscaling.frame_generation_restart_note": "切换此设置需要重启才能正常工作",
    "feature.upscaling.frame_generation_tech": "使用AMD FSR帧生成技术",
    "feature.upscaling.frame_limit_vrr": "帧率限制（可变刷新率）",
    "feature.upscaling.key_feature_1": "DLSS（深度学习超采样）支持",
    "feature.upscaling.key_feature_2": "FSR（FidelityFX超分辨率）支持",
    "feature.upscaling.key_feature_3": "TAA（时间抗锯齿）支持",
    "feature.upscaling.key_feature_4": "支持的系统可启用帧生成",
    "feature.upscaling.low_latency_boost": "低延迟增强",
    "feature.upscaling.low_latency_boost_tooltip_1": "保持GPU时钟更高，避免低GPU负载时的延迟尖峰。",
    "feature.upscaling.low_latency_boost_tooltip_2": "在帧时间跳跃时有帮助；但会增加功耗和发热。",
    "feature.upscaling.low_latency_mode": "低延迟模式",
    "feature.upscaling.low_latency_mode_tooltip_1": "通过将CPU工作更紧密地与GPU同步来减少输入延迟。",
    "feature.upscaling.low_latency_mode_tooltip_2": "可能略微降低最大FPS，但通常感觉响应更快。",
    "feature.upscaling.marker_optimization_unavailable": "标记优化不可用（PCL未加载）。",
    "feature.upscaling.method": "方法",
    "feature.upscaling.method_none": "无",
    "feature.upscaling.method_taa": "TAA",
    "feature.upscaling.name": "超分辨率",
    "feature.upscaling.nvidia_reflex": "NVIDIA Reflex",
    "feature.upscaling.preset_balanced": "平衡",
    "feature.upscaling.preset_dlaa": "DLAA",
    "feature.upscaling.preset_native_aa": "原生抗锯齿",
    "feature.upscaling.preset_performance": "性能",
    "feature.upscaling.preset_quality": "质量",
    "feature.upscaling.preset_ultra_performance": "超级性能",
    "feature.upscaling.reflex_blocked_by_fg": "当DX12帧生成交换链激活时，Reflex不可用。",
    "feature.upscaling.reflex_not_available": "Reflex不可用。请确保sl.reflex.dll存在并重启。",
    "feature.upscaling.sharpness": "锐度",
    "feature.upscaling.streamline_logging": "Streamline日志记录",
    "feature.upscaling.streamline_logging_restart_note": "更改此设置需要重启才能生效。",
    "feature.upscaling.streamline_logging_tooltip": "Streamline日志记录控制NVIDIA Streamline后端日志的详细程度。对于调试DLSS/DLSS-G问题很有用。",
    "feature.upscaling.upscale_preset": "升频预设",
    "feature.upscaling.use_fps_limit": "使用FPS限制",
    "feature.upscaling.use_fps_limit_tooltip_1": "使用Reflex内部FPS上限以获得更稳定的帧时间。",
    "feature.upscaling.use_fps_limit_tooltip_2": "相比无上限渲染可以降低延迟。",
    "feature.upscaling.use_markers_to_optimize": "使用标记优化",
    "feature.upscaling.use_markers_to_optimize_tooltip_1": "使用帧标记以实现更紧密的Reflex计时。",
    "feature.upscaling.use_markers_to_optimize_tooltip_2": "先尝试开启；如果在您的设置上造成卡顿则关闭。",
    "feature.volumetric_lighting.description": "体积光照通过雾、尘埃和大气粒子创造逼真的光散射效果。\n为室内和室外环境添加戏剧化的上帝射线和大气深度。",
    "feature.volumetric_lighting.enable_exteriors": "在室外启用体积光照",
    "feature.volumetric_lighting.enable_interiors": "在室内启用体积光照",
    "feature.volumetric_lighting.exterior_depth": "室外深度",
    "feature.volumetric_lighting.exterior_height": "室外高度",
    "feature.volumetric_lighting.exterior_quality": "室外质量",
    "feature.volumetric_lighting.exterior_width": "室外宽度",
    "feature.volumetric_lighting.interior_depth": "室内深度",
    "feature.volumetric_lighting.interior_height": "室内高度",
    "feature.volumetric_lighting.interior_quality": "室内质量",
    "feature.volumetric_lighting.interior_width": "室内宽度",
    "feature.volumetric_lighting.key_feature_1": "逼真的光散射",
    "feature.volumetric_lighting.key_feature_2": "上帝射线和大气效果",
    "feature.volumetric_lighting.key_feature_3": "独立的室内/室外设置",
    "feature.volumetric_lighting.key_feature_4": "可配置的质量等级",
    "feature.volumetric_lighting.key_feature_5": "增强的大气沉浸感",
    "feature.volumetric_lighting.name": "体积光照",
    "feature.volumetric_lighting.quality_custom": "自定义",
    "feature.volumetric_lighting.quality_high": "高",
    "feature.volumetric_lighting.quality_low": "低",
    "feature.volumetric_lighting.quality_medium": "中",
    "feature.volumetric_shadows.description": "为粒子和贴花等效果提供降采样的VSM阴影贴图。\n以最小的性能影响改善透明对象上的阴影质量。",
    "feature.volumetric_shadows.key_feature_1": "降采样的VSM阴影",
    "feature.volumetric_shadows.key_feature_2": "高斯模糊滤波",
    "feature.volumetric_shadows.key_feature_3": "多级联支持",
    "feature.volumetric_shadows.key_feature_4": "针对效果渲染优化",
    "feature.volumetric_shadows.name": "体积阴影",
    "feature.water_effects.description": "通过逼真的焦散和水下光照效果增强水面渲染。\n添加动态光影图案并提升水面视觉质量。",
    "feature.water_effects.key_feature_1": "逼真的水面焦散",
    "feature.water_effects.key_feature_2": "增强的水下光照",
    "feature.water_effects.key_feature_3": "水面上的动态光影图案",
    "feature.water_effects.key_feature_4": "提升水面视觉保真度",
    "feature.water_effects.key_feature_5": "大气水下效果",
    "feature.water_effects.name": "水面效果",
    "feature.wetness_effects.advanced": "高级",
    "feature.wetness_effects.breadth": "广度",
    "feature.wetness_effects.chance": "概率",
    "feature.wetness_effects.chance_tooltip": "实际产生飞溅和涟漪的雨滴比例。较高的值会增加效果密度，但对性能影响最小。",
    "feature.wetness_effects.climate_arctic_detail_0": "寒冷干燥的气候，降水量极少。",
    "feature.wetness_effects.climate_arctic_detail_1": "最大降水量：约1.08毫米/小时（小雨）",
    "feature.wetness_effects.climate_arctic_detail_2": "倍率：湿润度0.5倍，积水0.3倍，转换0.5倍。",
    "feature.wetness_effects.climate_arctic_detail_3": "雨滴：30%概率，网格3.5单位，间隔0.4秒。",
    "feature.wetness_effects.climate_arctic_detail_4": "性能影响：极低",
    "feature.wetness_effects.climate_arctic_effect_0": "缓慢湿润累积（0.5倍）",
    "feature.wetness_effects.climate_arctic_effect_1": "极少量积水形成（0.3倍）",
    "feature.wetness_effects.climate_arctic_effect_2": "缓慢天气转换（0.5倍）",
    "feature.wetness_effects.climate_arctic_effect_3": "稀疏降水（30%概率）",
    "feature.wetness_effects.climate_coastal_detail_0": "海洋性气候，降水量大且频繁。",
    "feature.wetness_effects.climate_coastal_detail_1": "最大降水量：约8.06毫米/小时（大雨）",
    "feature.wetness_effects.climate_coastal_detail_2": "倍率：湿润度1.5倍，积水1.7倍，转换1.7倍。",
    "feature.wetness_effects.climate_coastal_detail_3": "雨滴：80%概率，网格2.5单位，间隔0.25秒。",
    "feature.wetness_effects.climate_coastal_detail_4": "性能影响：中等",
    "feature.wetness_effects.climate_coastal_effect_0": "快速湿润累积（1.5倍）",
    "feature.wetness_effects.climate_coastal_effect_1": "增强积水形成（1.7倍）",
    "feature.wetness_effects.climate_coastal_effect_2": "快速天气转换（1.7倍）",
    "feature.wetness_effects.climate_coastal_effect_3": "频繁降雨事件（80%概率）",
    "feature.wetness_effects.climate_legacy_detail_0": "Riverwood的原始雨水效果值，提供完全向后兼容。",
    "feature.wetness_effects.climate_legacy_detail_1": "最大降水量：约0.66毫米/小时（极小雨）",
    "feature.wetness_effects.climate_legacy_detail_2": "倍率：湿润度1.0倍，积水1.0倍，转换1.0倍。",
    "feature.wetness_effects.climate_legacy_detail_3": "雨滴：30%概率，网格4.0单位，间隔0.5秒。",
    "feature.wetness_effects.climate_legacy_detail_4": "性能影响：极低（基准线）",
    "feature.wetness_effects.climate_legacy_effect_0": "原始湿润累积（1.0倍）",
    "feature.wetness_effects.climate_legacy_effect_1": "原始积水形成（1.0倍）",
    "feature.wetness_effects.climate_legacy_effect_2": "原始天气转换（1.0倍）",
    "feature.wetness_effects.climate_legacy_effect_3": "原始雨滴频率（1.0倍）",
    "feature.wetness_effects.climate_monsoon_detail_0": "热带/季风气候，极端降水量。",
    "feature.wetness_effects.climate_monsoon_detail_1": "最大降水量：约22毫米/小时（极端）",
    "feature.wetness_effects.climate_monsoon_detail_2": "倍率：湿润度2.0倍，积水2.5倍，转换2.0倍。",
    "feature.wetness_effects.climate_monsoon_detail_3": "雨滴：100%概率，网格2.0单位，间隔0.2秒。",
    "feature.wetness_effects.climate_monsoon_detail_4": "天际的小雨将无法匹配湿润效果。",
    "feature.wetness_effects.climate_monsoon_detail_5": "性能影响：高（可能影响GPU性能）",
    "feature.wetness_effects.climate_monsoon_effect_0": "极速湿润累积（2.0倍）",
    "feature.wetness_effects.climate_monsoon_effect_1": "最大积水形成（2.5倍）",
    "feature.wetness_effects.climate_monsoon_effect_2": "极动态天气（2.0倍）",
    "feature.wetness_effects.climate_monsoon_effect_3": "最大雨滴频率（100%概率）",
    "feature.wetness_effects.climate_nordic_detail_0": "平衡的温带北欧气候。",
    "feature.wetness_effects.climate_nordic_detail_1": "最大降水量：约3.35毫米/小时（中雨）",
    "feature.wetness_effects.climate_nordic_detail_2": "倍率：湿润度1.0倍，积水1.0倍，转换1.0倍。",
    "feature.wetness_effects.climate_nordic_detail_3": "雨滴：100%概率，网格3.0单位，间隔1.0秒。",
    "feature.wetness_effects.climate_nordic_detail_4": "性能影响：低",
    "feature.wetness_effects.climate_nordic_effect_0": "标准湿润累积（1.0倍）",
    "feature.wetness_effects.climate_nordic_effect_1": "标准积水形成（1.0倍）",
    "feature.wetness_effects.climate_nordic_effect_2": "标准天气转换（1.0倍）",
    "feature.wetness_effects.climate_nordic_effect_3": "中等雨滴频率（100%概率）",
    "feature.wetness_effects.climate_preset": "气候预设",
    "feature.wetness_effects.climate_preset_arctic": "北极苔原",
    "feature.wetness_effects.climate_preset_arctic_desc": "寒冷干燥的北极气候（小雨）",
    "feature.wetness_effects.climate_preset_coastal": "温带沿海",
    "feature.wetness_effects.climate_preset_coastal_desc": "海洋性气候（大雨）",
    "feature.wetness_effects.climate_preset_custom": "自定义",
    "feature.wetness_effects.climate_preset_custom_desc": "用户自定义设置",
    "feature.wetness_effects.climate_preset_legacy": "旧版",
    "feature.wetness_effects.climate_preset_legacy_desc": "原始雨水效果值（极小雨）",
    "feature.wetness_effects.climate_preset_monsoon": "季风/极端",
    "feature.wetness_effects.climate_preset_monsoon_desc": "极端季风气候（暴雨）",
    "feature.wetness_effects.climate_preset_nordic": "北欧（默认）",
    "feature.wetness_effects.climate_preset_nordic_desc": "平衡的北欧气候（中雨）",
    "feature.wetness_effects.climate_preset_unknown": "未知",
    "feature.wetness_effects.climate_presets": "气候预设",
    "feature.wetness_effects.current_climate_preset": "当前气候预设",
    "feature.wetness_effects.custom_preset_tooltip_0": "自定义设置 - 您已修改预设值。",
    "feature.wetness_effects.custom_preset_tooltip_1": "在上方选择一个预设以应用预定义的气候设置。",
    "feature.wetness_effects.debug": "调试",
    "feature.wetness_effects.description": "添加逼真的湿润效果，包括基于降雨的表面湿润、积水形成、岸边湿润以及动态雨滴效果，增强天气沉浸感。",
    "feature.wetness_effects.effect_range": "效果范围",
    "feature.wetness_effects.effect_range_tooltip": "雨滴效果的作用范围",
    "feature.wetness_effects.effects": "效果：",
    "feature.wetness_effects.enable_interior_exterior_override": "启用室内/室外覆写",
    "feature.wetness_effects.enable_puddle_override": "启用积水覆写",
    "feature.wetness_effects.enable_rain_override": "启用降雨覆写",
    "feature.wetness_effects.enable_raindrop_effects": "启用雨滴效果",
    "feature.wetness_effects.enable_ripples": "启用涟漪",
    "feature.wetness_effects.enable_ripples_tooltip": "在积水上启用圆形涟漪，在较小程度上也在其他湿润表面上生效",
    "feature.wetness_effects.enable_splashes": "启用飞溅",
    "feature.wetness_effects.enable_splashes_tooltip": "在干燥表面上启用小型湿润飞溅效果。",
    "feature.wetness_effects.enable_vanilla_ripples": "启用原版涟漪",
    "feature.wetness_effects.enable_vanilla_ripples_controlled": "启用原版涟漪 - 由Splashes of Storms控制",
    "feature.wetness_effects.enable_wetness": "启用湿润效果",
    "feature.wetness_effects.enable_wetness_override": "启用湿润覆写",
    "feature.wetness_effects.enable_wetness_tooltip": "在水边和下雨时启用表面湿润效果。",
    "feature.wetness_effects.grid_size": "网格尺寸",
    "feature.wetness_effects.grid_size_tooltip_0": "雨滴放置的空间网格尺寸（越小=更多网格单元，更高的GPU开销）",
    "feature.wetness_effects.grid_size_tooltip_1": "这是对性能最敏感的选项。仅在需要更逼真效果时才降低此值。",
    "feature.wetness_effects.interior_exterior_override_tooltip": "如果禁用，将仅使用室外值。",
    "feature.wetness_effects.interval": "间隔",
    "feature.wetness_effects.interval_tooltip": "检查雨滴效果的频率（越低越频繁，中等性能影响）",
    "feature.wetness_effects.key_feature_1": "基于天气条件的动态表面湿润",
    "feature.wetness_effects.key_feature_2": "逼真的积水形成与岸边湿润效果",
    "feature.wetness_effects.key_feature_3": "带动画飞溅和涟漪的雨滴效果",
    "feature.wetness_effects.key_feature_4": "可配置的湿润强度和天气转换速度",
    "feature.wetness_effects.key_feature_5": "支持皮肤湿润和特定材质响应",
    "feature.wetness_effects.lifetime": "生命周期",
    "feature.wetness_effects.max_radius": "最大半径",
    "feature.wetness_effects.meters_format": "{:.2f} 米",
    "feature.wetness_effects.min_radius": "最小半径",
    "feature.wetness_effects.min_rain_wetness": "最小降雨湿润度",
    "feature.wetness_effects.min_rain_wetness_tooltip": "物体因雨水变湿的最小程度。",
    "feature.wetness_effects.name": "湿润效果",
    "feature.wetness_effects.open_weather_picker": "打开天气选择器",
    "feature.wetness_effects.open_weather_picker_tooltip": "在 CS 实用工具中打开天气选择器",
    "feature.wetness_effects.portion_of_grid_size": "作为网格尺寸的比例。",
    "feature.wetness_effects.puddle_max_angle": "积水最大角度",
    "feature.wetness_effects.puddle_max_angle_tooltip": "表面需要多平才能形成积水。",
    "feature.wetness_effects.puddle_min_wetness": "积水最小湿润度",
    "feature.wetness_effects.puddle_min_wetness_tooltip": "积水开始形成时的湿润度值。",
    "feature.wetness_effects.puddle_radius": "积水半径",
    "feature.wetness_effects.puddle_radius_tooltip": "用于确定积水大小和位置的半径",
    "feature.wetness_effects.puddle_wetness": "积水湿润度",
    "feature.wetness_effects.puddle_wetness_in_exterior": "积水湿润度 室内/室外",
    "feature.wetness_effects.radius": "半径",
    "feature.wetness_effects.rain_in_exterior": "降雨 室内/室外",
    "feature.wetness_effects.rain_system_state": "雨水系统状态",
    "feature.wetness_effects.rain_wetness": "降雨湿润度",
    "feature.wetness_effects.raindrop_effects": "雨滴效果",
    "feature.wetness_effects.raindrops": "雨滴",
    "feature.wetness_effects.raindrops_help": "在每个间隔内，每个网格单元中放置一个雨滴。\n只有设定比例的雨滴会实际触发飞溅和涟漪。\n",
    "feature.wetness_effects.ripples": "涟漪",
    "feature.wetness_effects.shore_range": "岸边范围",
    "feature.wetness_effects.shore_range_tooltip": "岸边湿润效果影响水体的最大距离",
    "feature.wetness_effects.shore_wetness": "岸边湿润度",
    "feature.wetness_effects.skin_wetness": "皮肤湿润度",
    "feature.wetness_effects.skin_wetness_tooltip": "雨天时角色皮肤和头发的湿润程度。",
    "feature.wetness_effects.splashes": "飞溅",
    "feature.wetness_effects.strength": "强度",
    "feature.wetness_effects.vanilla_ripples_tooltip_0": "启用默认涟漪（例如Ripples01）。",
    "feature.wetness_effects.vanilla_ripples_tooltip_1": "禁用可能要到下次天气变化时才生效。",
    "feature.wetness_effects.weather_transition_speed": "天气转换速度",
    "feature.wetness_effects.weather_transition_speed_tooltip": "下雨时湿润效果出现的速度以及雨停后干燥的速度。",
    "feature.wetness_effects.wetness_effects": "湿润效果",
    "feature.wetness_effects.wetness_in_exterior": "湿润度 室内/室外",
    "menu.advanced.active_shaders": "活跃着色器",
    "menu.advanced.active_shaders_tooltip": "最近帧中使用过的着色器列表。在上方启用着色器拦截可使用热键循环浏览并拦截着色器进行调试。约1秒未使用的着色器将从此列表中移除。",
    "menu.advanced.active_shaders_used_recently": "活跃着色器（近期使用）",
    "menu.advanced.addresses": "地址",
    "menu.advanced.avg_parallelism_metric": "平均并行度（W/S）：%.2fx",
    "menu.advanced.avg_parallelism_tooltip_1": "此工作负载中的平均有效并发度。",
    "menu.advanced.avg_parallelism_tooltip_2": "大致为添加更多核心收益递减的工作线程数。",
    "menu.advanced.avoid_flow_control": "避免流控制",
    "menu.advanced.avoid_flow_control_tooltip": "向着色器编译器标志添加D3DCOMPILE_AVOID_FLOW_CONTROL。\n强制fxc将分支展平为谓词操作，而非发出动态流控制。对于短分支体和均匀采用的分支通常是优势；对于原版流控制会完全跳过的长分叉分支通常是劣势。\n每次启动时重置。切换此项将清除着色器缓存并触发完全重新编译。",
    "menu.advanced.background_compiler_threads": "后台编译器线程",
    "menu.advanced.background_compiler_threads_tooltip": "游戏过程中用于编译着色器的线程数。默认为性能核心的一半，以避免影响渲染线程。较高值可更快完成编译，但可能导致卡顿。",
    "menu.advanced.block_next": "拦截下一个：",
    "menu.advanced.block_previous": "拦截上一个：",
    "menu.advanced.blocked_shader": "已拦截：%s",
    "menu.advanced.change_shader_block_next": "更改##ShaderBlockNext",
    "menu.advanced.change_shader_block_prev": "更改##ShaderBlockPrev",
    "menu.advanced.clear_shader_cache": "清除着色器缓存",
    "menu.advanced.clear_shader_cache_tooltip": "从内存中清除所有已编译的着色器。下次使用时强制重新编译所有着色器。",
    "menu.advanced.click_to_block": "左键点击拦截此着色器",
    "menu.advanced.click_to_unblock": "左键点击取消拦截此着色器",
    "menu.advanced.column_class": "类别",
    "menu.advanced.column_class_tooltip": "着色器类别",
    "menu.advanced.column_descriptor": "描述符",
    "menu.advanced.column_descriptor_tooltip": "着色器描述符",
    "menu.advanced.column_frame_pct": "帧百分比",
    "menu.advanced.column_frame_pct_tooltip": "此帧中绘制调用的百分比",
    "menu.advanced.column_key": "键",
    "menu.advanced.column_key_tooltip": "着色器键",
    "menu.advanced.column_type": "类型",
    "menu.advanced.column_type_tooltip": "着色器类型",
    "menu.advanced.compiler_threads": "编译器线程",
    "menu.advanced.compiler_threads_tooltip": "启动时用于编译着色器的线程数。默认为所有逻辑核心减去一个以留出系统开销（包含E核）。较高值可更快完成编译，但可能降低系统响应性。",
    "menu.advanced.compute": "计算",
    "menu.advanced.compute_tooltip": "替换计算着色器。设为false时将禁用上述类型的自定义计算着色器。供开发者测试CS着色器是否与原版行为匹配。",
    "menu.advanced.copy_info": "复制信息",
    "menu.advanced.copy_info_tooltip": "将包含缓存路径的完整着色器信息复制到剪贴板",
    "menu.advanced.copy_key": "复制键",
    "menu.advanced.dump_ini_settings": "导出INI设置",
    "menu.advanced.dump_shaders": "导出着色器",
    "menu.advanced.dump_shaders_tooltip": "在启动时导出着色器。仅在逆向着色器时使用。普通用户无需此功能。",
    "menu.advanced.efficiency_progress": "{:.1f}% 高效 / {:.1f}% 差距",
    "menu.advanced.enable_file_watcher": "启用文件监视器",
    "menu.advanced.enable_file_watcher_tooltip": "在文件更改时自动重新编译着色器。供开发使用。",
    "menu.advanced.enable_shader_blocking": "启用着色器拦截",
    "menu.advanced.enable_shader_blocking_tooltip": "启用热键以循环浏览并拦截单个着色器，用于调试目的。",
    "menu.advanced.frame_annotations": "帧注释",
    "menu.advanced.frame_annotations_tooltip": "启用详细的帧注释以调试渲染Pass和绘制调用。",
    "menu.advanced.half_precision": "半精度（部分精度）",
    "menu.advanced.half_precision_tooltip": "向着色器编译器标志添加D3DCOMPILE_PARTIAL_PRECISION。\n允许fxc将未标记的float操作降级为FP16，在其能证明安全的前提下，叠加现有的min16float类型提示。\n在支持FP16的GPU上（Pascal+/GCN+/Skylake+），可将寄存器压力减半并加倍ALU吞吐量，但对于未经过精度敏感性审查的着色器，也可能引入细微的视觉差异。\n切换此项将清除着色器缓存并触发完全重新编译。",
    "menu.advanced.infinite_core_efficiency": "无限核心效率",
    "menu.advanced.infinite_core_efficiency_metric": "无限核心效率（S/T_p）：%.1f%%",
    "menu.advanced.infinite_core_efficiency_tooltip_1": "运行时间与无限核心下限的接近程度。",
    "menu.advanced.infinite_core_efficiency_tooltip_2": "100%%意味着T_p == S。",
    "menu.advanced.infinite_core_gap_metric": "无限核心差距：%.1f%%",
    "menu.advanced.infinite_core_gap_tooltip_1": "与理想无限核心时间的距离。",
    "menu.advanced.infinite_core_gap_tooltip_2": "定义为100 * (1 - S / T_p)。越低越好。",
    "menu.advanced.log_level": "日志级别",
    "menu.advanced.log_level_critical": "严重",
    "menu.advanced.log_level_debug": "调试",
    "menu.advanced.log_level_err": "错误",
    "menu.advanced.log_level_info": "信息",
    "menu.advanced.log_level_off": "关闭",
    "menu.advanced.log_level_tooltip": "日志级别。跟踪最详细。默认为信息。",
    "menu.advanced.log_level_trace": "跟踪",
    "menu.advanced.log_level_warn": "警告",
    "menu.advanced.makespan_label": "完工时间（T_p）",
    "menu.advanced.makespan_metric": "完工时间（T_p）：%s",
    "menu.advanced.makespan_tooltip": "完整着色器构建的观察到的墙上时钟时间。",
    "menu.advanced.open_logs": "打开日志",
    "menu.advanced.parallelism_header": "并行度（来自%zu个已编译任务）",
    "menu.advanced.parallelism_tooltip_1": "从上一次完成的构建中惰性计算。",
    "menu.advanced.parallelism_tooltip_2": "仅在此统计信息部分打开时评估。",
    "menu.advanced.pixel": "像素",
    "menu.advanced.pixel_tooltip": "替换像素着色器。设为false时将禁用上述类型的自定义像素着色器。供开发者测试CS着色器是否与原版行为匹配。",
    "menu.advanced.press_key_shader_block_next": "按下任意键设置着色器拦截下一个...",
    "menu.advanced.press_key_shader_block_prev": "按下任意键设置着色器拦截上一个...",
    "menu.advanced.queue_wait_metric": "队列等待（平均/最大）：%s / %s",
    "menu.advanced.queue_wait_tooltip_1": "在就绪队列中工作线程开始编译前的等待时间。",
    "menu.advanced.queue_wait_tooltip_2": "有助于识别与编译成本分离的调度器引起的延迟。",
    "menu.advanced.relative_bar_format": "{}（{:.1f}%）",
    "menu.advanced.relative_durations": "相对持续时间（归一化）",
    "menu.advanced.replace_original_shaders": "替换原始着色器",
    "menu.advanced.shader_blocking_active": "着色器拦截已激活",
    "menu.advanced.shader_class_label": "类别：%s",
    "menu.advanced.shader_compiler_stats": "着色器编译器：{}",
    "menu.advanced.shader_debug_header": "着色器调试",
    "menu.advanced.shader_defines": "着色器定义",
    "menu.advanced.shader_defines_tooltip": "着色器编译器的定义。以分号\";\"分隔。用空格清除。更改后需重建着色器。计算着色器需要重启才能重新编译。",
    "menu.advanced.shader_descriptor": "描述符：0x%X",
    "menu.advanced.shader_row_tooltip": "类型：{}\n类别：{}\n描述符：0x{:X}\n键：{}\n\n{}",
    "menu.advanced.shader_slow_entry": "#%zu  %s  （权重%d）",
    "menu.advanced.shader_type_label": "类型：%s",
    "menu.advanced.span_label": "跨度（S）",
    "menu.advanced.span_metric": "跨度（S，最长）：%s",
    "menu.advanced.span_tooltip_1": "关键路径下限，由最慢的单个着色器近似。",
    "menu.advanced.span_tooltip_2": "即使无限核心也无法比这更快完成。",
    "menu.advanced.statistics": "统计",
    "menu.advanced.stop_blocking": "停止拦截##Section",
    "menu.advanced.tab_developer": "开发者",
    "menu.advanced.tab_disable_at_boot": "启动时禁用",
    "menu.advanced.tab_logging": "日志记录",
    "menu.advanced.tab_shader_debug": "着色器调试",
    "menu.advanced.tab_testing": "测试",
    "menu.advanced.test_conditions": "测试条件",
    "menu.advanced.top_slowest_shaders": "前%zu个最慢着色器（上次构建）",
    "menu.advanced.vertex": "顶点",
    "menu.advanced.vertex_tooltip": "替换顶点着色器。设为false时将禁用上述类型的自定义顶点着色器。供开发者测试CS着色器是否与原版行为匹配。",
    "menu.advanced.work_label": "工作量（W）",
    "menu.advanced.work_metric": "工作量（W，任务墙上时间总和）：%s",
    "menu.advanced.work_tooltip_1": "总编译工作量：所有单个着色器墙上时钟编译时间的总和。",
    "menu.advanced.work_tooltip_2": "这不是CPU时间；是累积的任务经过时间。",
    "menu.advanced.work_tooltip_3": "如果开销保持不变，单个工作线程上的等效串行时间。",
    "menu.clear_shader_cache": "清除着色器缓存",
    "menu.clear_shader_cache_tooltip": "清除着色器缓存和磁盘缓存（如果启用）。着色器缓存是在运行时替换原版着色器的已编译着色器集合。磁盘缓存是磁盘上已编译着色器的集合。清除后意味着着色器仅在游戏再次遇到它们时才重新编译。",
    "menu.disable_at_boot_desc": "选择要在启动时禁用的功能。这与删除feature.ini文件相同。重新启用需要重启。",
    "menu.faq.a1": "Community Shaders是Skyrim的一个综合图形增强框架，提供高级光照、材质和视觉效果。它采用模块化设计，允许您仅启用所需的功能，同时保持良好的性能。",
    "menu.faq.a2": "每个功能都可以在左侧边栏菜单中找到。点击任何功能即可访问其设置。大多数功能包含预设和详细的工具提示，帮助您了解每个设置的作用。",
    "menu.faq.a3": "功能可能因硬件不兼容、依赖项缺失或与其他模组冲突而无法加载。请查看\"功能问题\"选项卡，了解有关任何有问题的功能的详细信息。",
    "menu.faq.a4": "着色器失败通常由混合文件版本引起。请确保所有功能均为最新，并避免混合测试版本或过时版本的文件。请查看\"功能问题\"选项卡和/或Wiki了解更多信息。更新您的功能并移除任何过时的功能。",
    "menu.faq.a5": "首先启用性能叠加层来监控您的FPS。考虑禁用屏幕空间GI等占用资源的功能或降低质量设置。\"显示\"选项卡还包含可以提升性能的升频选项。",
    "menu.faq.a6": "不，Community Shaders与ENB不兼容。如果检测到ENB，Community Shaders将自动禁用自身。",
    "menu.faq.a7": "默认情况下，Community Shaders使用END键打开此菜单。如果您的键盘没有END键或该键无效，可以在通用 > 按键绑定选项卡中更改。您也可以在JSON配置文件中编辑热键。",
    "menu.faq.a8": "我们一直在寻找有才华的开发者加入团队！请查看我们的GitHub wiki了解贡献指南，并加入我们的Discord服务器与开发团队联系。无论您对着色器编程、C++开发还是文档撰写感兴趣，总有可贡献的内容。",
    "menu.faq.a9": "是的！Community Shaders完全开源，可在GitHub上获取。您可以查看源代码、报告问题、建议功能和为项目做出贡献。该项目采用GPL许可证，确保对所有人保持免费和开放。品牌材料和资产（图标、Nexus品牌、字体等）不受GPL许可证涵盖。任何包含的资产未经明确许可不得使用。",
    "menu.faq.q1": "什么是Community Shaders？",
    "menu.faq.q2": "如何配置功能？",
    "menu.faq.q3": "为什么有些功能无法加载？",
    "menu.faq.q4": "编译时出现“着色器失败”？",
    "menu.faq.q5": "如何提升性能？",
    "menu.faq.q6": "Community Shaders与ENB兼容吗？",
    "menu.faq.q7": "菜单热键无效！",
    "menu.faq.q8": "我想帮助开发Community Shaders。",
    "menu.faq.q9": "Community Shaders是开源的吗？",
    "menu.faq.title": "常见问题解答",
    "menu.features": "功能",
    "menu.features.advanced": "高级",
    "menu.features.also_feature": "另见：%s",
    "menu.features.apply_override": "应用覆盖",
    "menu.features.available_after_restart": "此功能将在重启后可用。",
    "menu.features.boot_toggle_tooltip": "切换启动时加载功能。\n当前状态：%s\n需要重启才能使更改生效。\n禁用可消除性能影响。",
    "menu.features.cannot_apply_overrides_scene": "在场景特定设置激活时无法应用覆盖。\n请先暂停此功能的场景设置。",
    "menu.features.click_to_navigate": "点击导航到%s",
    "menu.features.col_constrained_by": "受限于",
    "menu.features.col_forced_to": "强制为",
    "menu.features.col_impacted_feature": "受影响的功能",
    "menu.features.col_setting": "设置",
    "menu.features.constraints_explanation": "这些设置在其各自的功能菜单中因约束激活而被禁用。调整约束功能以移除它们。",
    "menu.features.disabled": "禁用",
    "menu.features.display": "显示",
    "menu.features.dont_show_warning": "不再显示此警告",
    "menu.features.download_link": "点击此处下载此功能（{}）",
    "menu.features.download_tooltip": "从模组页面下载功能。",
    "menu.features.enable_to_access_config": "启用在上述功能以访问其配置选项。",
    "menu.features.enabled": "启用",
    "menu.features.error_header": "错误",
    "menu.features.feature_issues": "功能问题",
    "menu.features.features": "功能",
    "menu.features.general": "通用",
    "menu.features.home": "主页",
    "menu.features.no_settings_available": "此功能没有可用设置。",
    "menu.features.ok_button": "确定",
    "menu.features.pause_weather_overrides": "暂停天气覆盖",
    "menu.features.pause_weather_tooltip": "临时禁用此功能的基于天气的设置调整。\n此状态不会被保存。",
    "menu.features.profiling": "性能分析",
    "menu.features.restore_defaults_tooltip": "恢复此功能的默认设置",
    "menu.features.restore_override_tooltip": "从模组文件恢复原始覆盖设置。\n这将丢弃您的自定义设置并恢复为\n模组作者的推荐设置。",
    "menu.features.scene_specific_settings": "场景特定设置",
    "menu.features.select_feature_left": "请从左侧选择一个功能。",
    "menu.features.select_item_left": "请从左侧选择一个项目。",
    "menu.features.setting_change_warning_title": "设置更改警告",
    "menu.features.settings_adjusted_warning": "由于功能不兼容，您的部分设置已被自动调整。",
    "menu.features.settings_hidden_disabled": "功能设置已隐藏，因为此功能在启动时被禁用。",
    "menu.features.unloaded_features": "已卸载的功能",
    "menu.footer.d3d12_swap_chain": "D3D12 交换链：{status}",
    "menu.footer.game_version": "游戏版本：{runtime} {version}",
    "menu.footer.gpu": "GPU：{name}",
    "menu.home.active_constraints": "活跃设置约束",
    "menu.home.click_to_navigate": "点击导航到{feature}",
    "menu.home.consider_disabling_at_boot": "考虑在启动时禁用。",
    "menu.home.constraint_header_constrained_by": "受限于",
    "menu.home.constraint_header_forced_to": "强制为",
    "menu.home.constraint_header_setting": "设置",
    "menu.home.constraints_desc": "某些设置受其他功能约束。悬停在行上查看详情。",
    "menu.home.dev_wiki": "开发者Wiki",
    "menu.home.github": "GitHub",
    "menu.home.intro": "Community Shaders为Skyrim提供高级图形增强。\n这套全面的功能集合带来现代渲染技术，\n提升您的视觉体验。",
    "menu.home.join_discord": "加入我们的Discord",
    "menu.home.nexus_mods": "Nexus Mods",
    "menu.home.quick_links": "快速链接",
    "menu.home.welcome": "欢迎使用Community Shaders {version}",
    "menu.home.welcome_dev": "欢迎使用Community Shaders {version} [{build}]",
    "menu.home.wiki": "Wiki",
    "menu.issues.all_ini_loading": "所有功能INI文件加载成功。",
    "menu.issues.cancel": "取消",
    "menu.issues.cannot_be_undone": "此操作无法撤销！",
    "menu.issues.check_modified_files": "检查Data/Shaders/中的修改文件（不在功能子文件夹中）",
    "menu.issues.cleanup_actions": "清理操作：",
    "menu.issues.clear_issue_list": "清除问题列表",
    "menu.issues.clear_issue_list_tooltip": "清除此问题列表（清理后有用）。",
    "menu.issues.compilation_breaking_desc": "以下功能修改了核心着色器文件，必须通过模组管理器完全卸载。如果核心着色器被修改，仅删除INI文件不会修复编译错误。",
    "menu.issues.compilation_breaking_header": "破坏编译的功能",
    "menu.issues.compilation_persist_warning": "如果删除后编译问题仍然存在：",
    "menu.issues.core_feature_installed": "核心功能已安装",
    "menu.issues.core_feature_installed_tooltip": "此功能已作为核心Community Shaders安装的一部分包含。请通过模组管理器卸载此功能。",
    "menu.issues.current_version": "当前版本：%s",
    "menu.issues.delete": "删除",
    "menu.issues.delete_confirm": "确定要删除功能'%s'的所有文件吗？",
    "menu.issues.delete_files_tooltip": "删除与此功能关联的所有文件（INI、着色器等）",
    "menu.issues.delete_unknown_tooltip": "删除此未知功能的文件。警告：如果此功能修改了核心着色器，删除可能无法修复编译问题。",
    "menu.issues.download_tooltip": "下载 {name}",
    "menu.issues.download_version_tooltip": "下载 {name} {version} 或更高版本",
    "menu.issues.file_label": "文件：%s",
    "menu.issues.files_label": "文件：",
    "menu.issues.general_actions": "常规操作：",
    "menu.issues.guidance_label": "指导：%s",
    "menu.issues.hlsl_files_count": "%zu个HLSL文件",
    "menu.issues.hlsl_files_found": "HLSL文件：找到%zu个",
    "menu.issues.ini_file_label": "INI文件：%s",
    "menu.issues.ini_label": "INI：%s",
    "menu.issues.ini_path": "INI路径：%s",
    "menu.issues.issue_label": "问题：%s",
    "menu.issues.last_modified": "最后修改：",
    "menu.issues.minimum_required": "最低要求：%s",
    "menu.issues.no_issues": "未发现功能问题！",
    "menu.issues.obsolete_compilation_failure": "此过时功能修改了核心着色器文件并导致编译失败。必须通过模组管理器卸载。",
    "menu.issues.obsolete_features_desc": "以下功能已过时并已自动禁用。这些功能在此CS版本中已被移除或替换，但未修改核心着色器。",
    "menu.issues.obsolete_features_header": "过时功能",
    "menu.issues.open_features_folder": "打开功能文件夹",
    "menu.issues.open_features_folder_tooltip": "打开包含INI文件的功能文件夹以供手动审查。",
    "menu.issues.open_logs": "打开日志",
    "menu.issues.open_logs_tooltip": "打开CommunityShaders.log文件以供手动审查。",
    "menu.issues.open_shaders_directory": "打开着色器目录",
    "menu.issues.open_shaders_tooltip": "打开主着色器目录以查看各个功能着色器文件夹。",
    "menu.issues.override_failures_desc": "以下覆盖文件加载或应用失败。请检查文件格式和内容。",
    "menu.issues.override_failures_header": "覆盖失败",
    "menu.issues.potential_compilation_failure": "潜在的编译失败",
    "menu.issues.reinstall_cs": "如果问题持续存在，请考虑重新安装Community Shaders",
    "menu.issues.replaced_by_prefix": "（被替换为",
    "menu.issues.replaced_by_suffix": "）",
    "menu.issues.replacement_label": "替代：%s",
    "menu.issues.shader_directory_label": "着色器目录：%s",
    "menu.issues.shader_folder": "着色器文件夹：%s",
    "menu.issues.test.active_inis_count": "活动的测试 INI 文件（{count}）：\n",
    "menu.issues.test.active_inis_warning": "测试INI文件当前处于活动状态。重启CS以查看功能问题。",
    "menu.issues.test.create_test_inis": "创建测试INI",
    "menu.issues.test.create_test_inis_tooltip": "创建触发所有已知功能问题情况的测试INI文件：\n- 过时功能（ComplexParallaxMaterials、TerrainBlending等）\n- 未知功能（伪造的、不存在的功能）\n- 版本不匹配（修改现有功能版本）\n创建后重启CS以查看问题运作。",
    "menu.issues.test.feature_issue_testing": "功能问题测试",
    "menu.issues.test.feature_issue_testing_desc": "这些工具创建测试INI文件，以触发所有已知功能问题类型，供测试目的使用。",
    "menu.issues.test.modified_notice": "\n部分测试文件已修改 - 建议恢复以清理",
    "menu.issues.test.no_active_inis": "当前没有活跃的测试INI文件。",
    "menu.issues.test.restore": "恢复",
    "menu.issues.test.restore_tooltip": "删除所有测试INI文件并将任何修改过的INI文件恢复到原始状态。\n这将撤销\"创建测试INI\"所做的所有更改。\n恢复后重启CS以查看正常操作。",
    "menu.issues.test.testing_header": "测试",
    "menu.issues.this_will_delete": "这将删除：",
    "menu.issues.time_label": "时间：%s",
    "menu.issues.uninstall_via_mod_manager": "通过模组管理器完全卸载功能",
    "menu.issues.unknown_compilation_warning": "此未知功能可能修改了核心着色器文件，并可能导致编译失败。如果故障继续，应移除未知功能。",
    "menu.issues.unknown_delete_warning": "这是一个未知功能。如果它修改了核心着色器文件（在其自身文件夹之外），仅删除这些文件不会修复着色器编译问题。",
    "menu.issues.unknown_features_desc": "以下功能未被识别，我们已尝试自动禁用。它们可能来自开发分支或较新的CS版本。由于我们无法确定它们可能修改了哪些文件，应作为预防措施将其移除，以防止潜在的着色器编译失败。",
    "menu.issues.unknown_features_header": "未知功能",
    "menu.issues.update_no_link_tooltip": "此功能需要更新，但没有可用的下载链接。请手动检查模组页面。",
    "menu.issues.update_required": "需要更新",
    "menu.issues.update_to_version_required": "需要更新到 {version}+",
    "menu.issues.use_clear_issue_list": "手动清理后使用\"清除问题列表\"刷新",
    "menu.issues.use_open_features_folder": "使用\"打开功能文件夹\"手动审查INI文件",
    "menu.issues.use_open_logs": "使用\"打开日志\"手动审查日志",
    "menu.issues.use_open_shaders_directory": "使用\"打开着色器目录\"检查孤立着色器文件夹",
    "menu.issues.warning_label": "警告：",
    "menu.issues.wrong_version_desc": "以下功能存在版本兼容性问题，已自动禁用。请检查是否有更新或者该功能是否被视为过时。",
    "menu.issues.wrong_version_header": "错误版本功能",
    "menu.profiling.avg": "平均",
    "menu.profiling.cpu": "CPU",
    "menu.profiling.gpu": "GPU",
    "menu.profiling.no_timing_data": "无计时数据",
    "menu.profiling.no_timing_data_world": "无可用计时数据（请进入游戏世界）",
    "menu.profiling.p95": "P95",
    "menu.profiling.p99": "P99",
    "menu.profiling.pass": "渲染通道",
    "menu.profiling.percent": "%",
    "menu.profiling.total": "总计",
    "menu.restore_settings": "恢复已保存的设置",
    "menu.save_settings": "保存设置",
    "menu.settings.auto_hide_feature_list": "自动隐藏功能列表",
    "menu.settings.auto_hide_feature_list_tooltip": "自动隐藏左侧功能列表面板。将光标移到左边缘即可显示。",
    "menu.settings.background_blur": "背景模糊",
    "menu.settings.background_blur_tooltip": "对菜单窗口后面的背景应用模糊效果。",
    "menu.settings.base_font_size": "基础字体大小",
    "menu.settings.borders_and_separators": "边框和分隔符",
    "menu.settings.button_text_align": "按钮文本对齐",
    "menu.settings.button_text_align_tooltip": "当按钮大于其文本内容时应用对齐。",
    "menu.settings.cancel": "取消",
    "menu.settings.cell_padding": "单元格内边距",
    "menu.settings.center_header_title": "居中标题",
    "menu.settings.center_header_title_tooltip": "将Community Shaders标题和徽标在标题栏中居中",
    "menu.settings.child_border_size": "子窗口边框大小",
    "menu.settings.child_rounding": "子窗口圆角",
    "menu.settings.color_background": "背景",
    "menu.settings.color_border": "边框",
    "menu.settings.color_border_shadow": "边框阴影",
    "menu.settings.color_button": "按钮",
    "menu.settings.color_button_active": "按钮（激活）",
    "menu.settings.color_button_hovered": "按钮（悬停）",
    "menu.settings.color_button_left": "左侧",
    "menu.settings.color_button_position": "颜色按钮位置",
    "menu.settings.color_button_right": "右侧",
    "menu.settings.color_check_mark": "复选框勾选标记",
    "menu.settings.color_child_bg": "子窗口背景",
    "menu.settings.color_current_hotkey": "当前热键",
    "menu.settings.color_default": "默认",
    "menu.settings.color_disabled": "禁用",
    "menu.settings.color_docking_empty_bg": "停靠空白背景",
    "menu.settings.color_docking_preview": "停靠预览",
    "menu.settings.color_drag_drop_target": "拖放目标",
    "menu.settings.color_drag_drop_target_bg": "拖放目标背景",
    "menu.settings.color_error": "错误",
    "menu.settings.color_frame_bg": "框架背景",
    "menu.settings.color_frame_bg_active": "框架背景（激活）",
    "menu.settings.color_frame_bg_hovered": "框架背景（悬停）",
    "menu.settings.color_header": "标题",
    "menu.settings.color_header_active": "标题（激活）",
    "menu.settings.color_header_hovered": "标题（悬停）",
    "menu.settings.color_hovered": "悬停",
    "menu.settings.color_info": "信息",
    "menu.settings.color_input_text_cursor": "输入文本光标",
    "menu.settings.color_menu_bar_bg": "菜单栏背景",
    "menu.settings.color_minimized_transparency": "最小化透明度",
    "menu.settings.color_modal_window_dim_bg": "模态窗模糊背景",
    "menu.settings.color_nav_cursor": "导航光标",
    "menu.settings.color_nav_windowing_dim_bg": "窗口导航模糊背景",
    "menu.settings.color_nav_windowing_highlight": "窗口导航高亮",
    "menu.settings.color_plot_histogram": "图表直方图",
    "menu.settings.color_plot_histogram_hovered": "图表直方图（悬停）",
    "menu.settings.color_plot_lines": "图表折线",
    "menu.settings.color_plot_lines_hovered": "图表折线（悬停）",
    "menu.settings.color_popup_bg": "弹出窗口背景",
    "menu.settings.color_resize_grip": "调整大小手柄",
    "menu.settings.color_resize_grip_active": "调整大小手柄（激活）",
    "menu.settings.color_resize_grip_hovered": "调整大小手柄（悬停）",
    "menu.settings.color_restart_needed": "需要重启",
    "menu.settings.color_scrollbar_bg": "滚动条背景",
    "menu.settings.color_scrollbar_grab": "滚动条滑块",
    "menu.settings.color_scrollbar_grab_active": "滚动条滑块（激活）",
    "menu.settings.color_scrollbar_grab_hovered": "滚动条滑块（悬停）",
    "menu.settings.color_separator": "分隔符",
    "menu.settings.color_separator_active": "分隔符（激活）",
    "menu.settings.color_separator_hovered": "分隔符（悬停）",
    "menu.settings.color_separator_line": "分隔线",
    "menu.settings.color_slider_grab": "滑块手柄",
    "menu.settings.color_slider_grab_active": "滑块手柄（激活）",
    "menu.settings.color_slider_input_bg": "滑块和输入框背景",
    "menu.settings.color_success": "成功",
    "menu.settings.color_tab": "标签页",
    "menu.settings.color_tab_dimmed": "标签页（变暗）",
    "menu.settings.color_tab_dimmed_selected": "标签页（变暗选中）",
    "menu.settings.color_tab_dimmed_selected_overline": "标签页变暗选中上划线",
    "menu.settings.color_tab_hovered": "标签页（悬停）",
    "menu.settings.color_tab_selected": "标签页（选中）",
    "menu.settings.color_tab_selected_overline": "标签页选中上划线",
    "menu.settings.color_table_border_light": "表格边框（浅色）",
    "menu.settings.color_table_border_strong": "表格边框（深色）",
    "menu.settings.color_table_header_bg": "表格标题背景",
    "menu.settings.color_table_row_bg": "表格行背景",
    "menu.settings.color_table_row_bg_alt": "表格行背景（交替）",
    "menu.settings.color_text": "文本",
    "menu.settings.color_text_disabled": "文本（禁用）",
    "menu.settings.color_text_link": "文本链接",
    "menu.settings.color_text_selected_bg": "文本选择背景",
    "menu.settings.color_title_bg": "标题栏背景",
    "menu.settings.color_title_bg_active": "标题栏背景（激活）",
    "menu.settings.color_title_bg_collapsed": "标题栏背景（折叠）",
    "menu.settings.color_tree_lines": "树状线条",
    "menu.settings.color_unsaved_marker": "未保存标记",
    "menu.settings.color_warning": "警告",
    "menu.settings.color_window_bg": "窗口背景",
    "menu.settings.color_window_border": "窗口边框",
    "menu.settings.create_new_theme": "创建新主题",
    "menu.settings.create_new_theme_hint": "使用当前设置创建新主题：",
    "menu.settings.create_theme": "创建主题",
    "menu.settings.cs_editor_toggle_key": "CS 编辑器切换键：",
    "menu.settings.custom_cursor_status": "自定义光标图片已加载",
    "menu.settings.delete_button": "删除",
    "menu.settings.delete_theme": "删除主题",
    "menu.settings.delete_theme_confirm_part1": "您确定要删除主题'",
    "menu.settings.delete_theme_confirm_part2": "'？\n\n这将永久删除主题文件。此操作不可撤销。",
    "menu.settings.delete_theme_title": "删除主题",
    "menu.settings.delete_theme_tooltip": "删除'%s'的主题文件。此操作不可撤销。",
    "menu.settings.description": "描述",
    "menu.settings.description_tooltip": "主题的可选描述",
    "menu.settings.display_name": "显示名称",
    "menu.settings.display_name_duplicate": "已存在具有此显示名称的主题",
    "menu.settings.display_name_tooltip": "在下拉菜单中显示的人类可读名称",
    "menu.settings.docking_splitter_size": "停靠分隔器大小",
    "menu.settings.effect_toggle_key": "效果切换键：",
    "menu.settings.effective_size": "有效大小：%.0f px",
    "menu.settings.enable_async": "启用异步",
    "menu.settings.enable_async_tooltip": "如果着色器尚未编译则跳过替换。还会使编译速度极快！",
    "menu.settings.enable_disk_cache": "启用磁盘缓存",
    "menu.settings.enable_disk_cache_tooltip": "禁用从磁盘加载着色器，并阻止将已编译着色器保存到磁盘缓存。",
    "menu.settings.feature_header_scale": "功能标题缩放",
    "menu.settings.feature_header_scale_tooltip": "设置选项卡中功能标题文本的缩放倍率。",
    "menu.settings.feature_headings": "功能标题",
    "menu.settings.file_label": "文件：%s",
    "menu.settings.filter_colors": "过滤颜色",
    "menu.settings.font": "字体",
    "menu.settings.font_roles": "字体角色",
    "menu.settings.frame_border_size": "框架边框大小",
    "menu.settings.frame_padding": "框架内边距",
    "menu.settings.frame_rounding": "框架圆角",
    "menu.settings.full_palette": "完整调色板",
    "menu.settings.full_palette_tooltip": "用于详细自定义所有UI元素的高级颜色控制。",
    "menu.settings.global_scale": "全局缩放",
    "menu.settings.grab_min_size": "滑块最小大小",
    "menu.settings.grab_rounding": "滑块圆角",
    "menu.settings.indent_spacing": "缩进间距",
    "menu.settings.item_inner_spacing": "项目内部间距",
    "menu.settings.item_spacing": "项目间距",
    "menu.settings.language": "语言",
    "menu.settings.language_tooltip": "选择Community Shaders界面的显示语言。",
    "menu.settings.last_shader_cache_duration": "上次着色器缓存构建持续时间：%s",
    "menu.settings.log_slider_deadzone": "对数滑块死区",
    "menu.settings.no_families": "无字体家族",
    "menu.settings.no_font_families_available": "无可用字体家族",
    "menu.settings.no_fonts_found": "未找到字体。请将.ttf文件放入Interface/CommunityShaders/Fonts/",
    "menu.settings.no_style_variants": "未找到此字体家族的样式变体。",
    "menu.settings.no_styles": "无样式",
    "menu.settings.open_themes_folder": "打开主题文件夹",
    "menu.settings.open_themes_folder_tooltip": "打开主题文件夹，您可以在其中添加自定义主题文件。",
    "menu.settings.overlay_toggle_key": "叠加层切换键：",
    "menu.settings.popup_border_size": "弹出窗口边框大小",
    "menu.settings.popup_rounding": "弹出窗口圆角",
    "menu.settings.refresh": "刷新",
    "menu.settings.refresh_font_families": "刷新字体家族",
    "menu.settings.refresh_font_families_tooltip": "添加或删除字体文件后重新扫描字体目录。",
    "menu.settings.require_shift_to_dock": "需要Shift键停靠",
    "menu.settings.require_shift_to_dock_tooltip": "启用时，拖动时必须按住Shift键才能停靠/对齐窗口。防止意外停靠。",
    "menu.settings.reset": "重置",
    "menu.settings.save_as_new_theme": "保存为新主题",
    "menu.settings.save_theme_button": "保存",
    "menu.settings.save_theme_tooltip": "使用当前设置更新当前选中的主题（%s）",
    "menu.settings.screenshot_key": "截图键：",
    "menu.settings.scrollbar_opacity": "滚动条不透明度",
    "menu.settings.scrollbar_rounding": "滚动条圆角",
    "menu.settings.scrollbar_size": "滚动条大小",
    "menu.settings.section_borders": "边框",
    "menu.settings.section_docking": "停靠",
    "menu.settings.section_language": "语言",
    "menu.settings.section_layout": "布局",
    "menu.settings.section_main": "主页",
    "menu.settings.section_rounding": "圆角",
    "menu.settings.section_tables": "表格",
    "menu.settings.section_widgets": "控件",
    "menu.settings.selectable_text_align": "可选取文本对齐",
    "menu.settings.selectable_text_align_tooltip": "当可选取项大于其文本内容时应用对齐。",
    "menu.settings.selected_theme": "已选主题：",
    "menu.settings.separator_text_align": "分隔符文本对齐",
    "menu.settings.separator_text_border_size": "分隔符文本边框大小",
    "menu.settings.separator_text_padding": "分隔符文本内边距",
    "menu.settings.shader_deduplicated": "已去重",
    "menu.settings.shader_disk_cache": "磁盘缓存",
    "menu.settings.shader_failed": "失败",
    "menu.settings.shader_fast": "快速（<2秒）",
    "menu.settings.shader_slow": "慢速（2-8秒）",
    "menu.settings.shader_very_slow": "非常慢（>=8秒）",
    "menu.settings.show_footer": "显示页脚",
    "menu.settings.show_footer_tooltip": "在窗口底部显示包含游戏版本、交换链和GPU信息的页脚",
    "menu.settings.show_icon_buttons_in_header": "在标题栏中显示图标按钮",
    "menu.settings.show_icon_buttons_in_header_tooltip": "启用时：在标题栏中将操作按钮（保存、加载、清除缓存）显示为图标\n禁用时：在标题栏下方显示为文本按钮",
    "menu.settings.skip_clear_cache_dialogue": "跳过清除缓存对话框",
    "menu.settings.skip_clear_cache_dialogue_tooltip": "勾选时，着色器缓存将立即清除，无需确认。",
    "menu.settings.skip_compilation_key": "跳过编译键：",
    "menu.settings.skip_unchanged_shaders": "跳过未更改的着色器",
    "menu.settings.skip_unchanged_shaders_tooltip": "启用时，仅当每个着色器的.hlsl文件比磁盘上缓存的.bin更新时才从源代码重新编译。源文件未更改的着色器直接从磁盘缓存加载，避免完整的启动编译开销。适用于迭代测试：更改着色器文件后仅重建该着色器。需要\"启用磁盘缓存\"处于活动状态。",
    "menu.settings.status": "状态",
    "menu.settings.tab_bar_border_size": "标签栏边框大小",
    "menu.settings.tab_behavior": "行为",
    "menu.settings.tab_border_size": "标签页边框大小",
    "menu.settings.tab_colors": "颜色",
    "menu.settings.tab_fonts": "字体",
    "menu.settings.tab_interface": "界面",
    "menu.settings.tab_keybindings": "按键绑定",
    "menu.settings.tab_rounding": "标签页圆角",
    "menu.settings.tab_shaders": "着色器",
    "menu.settings.tab_styling": "样式",
    "menu.settings.tab_themes": "主题",
    "menu.settings.table_angled_headers_angle": "表格斜角标题角度",
    "menu.settings.theme_name": "主题名称",
    "menu.settings.theme_name_duplicate": "已存在具有此名称的主题",
    "menu.settings.theme_name_required": "主题名称为必填",
    "menu.settings.theme_name_tooltip": "主题的文件名（不含.json扩展名）",
    "menu.settings.theme_preset": "主题预设",
    "menu.settings.theme_save_info": "主题更改不会随全局\"保存设置\"按钮保存。使用主题选项卡将更改保存到此主题。",
    "menu.settings.theme_save_reminder": "如果您更改了上述主题，请使用全局\"保存设置\"按钮保存您的选择。",
    "menu.settings.theme_update_failed": "更新主题失败",
    "menu.settings.theme_updated_no_changes": "主题更新成功 - 未检测到更改",
    "menu.settings.theme_updated_with_changes": "主题更新成功！更改的设置：",
    "menu.settings.thumb_active_opacity": "滑块激活不透明度",
    "menu.settings.thumb_active_opacity_tooltip": "控制滚动条滑块被拖动时的不透明度。",
    "menu.settings.thumb_hovered_opacity": "滑块悬停不透明度",
    "menu.settings.thumb_hovered_opacity_tooltip": "控制滚动条滑块悬停时的不透明度。",
    "menu.settings.thumb_opacity": "滑块不透明度",
    "menu.settings.thumb_opacity_tooltip": "控制滚动条滑块（可拖动的部分）的不透明度。",
    "menu.settings.toggle_key": "切换键：",
    "menu.settings.tooltip_hover_delay": "工具提示悬停延迟",
    "menu.settings.tooltip_hover_delay_tooltip": "悬停在项目上时工具提示出现前等待的秒数。",
    "menu.settings.track_opacity": "滚动轨道不透明度",
    "menu.settings.track_opacity_tooltip": "控制滚动条轨道/通道（滚动条后面的背景区域）的不透明度。",
    "menu.settings.ui_behavior": "UI行为",
    "menu.settings.use_custom_cursor": "使用自定义主题光标",
    "menu.settings.use_custom_cursor_tooltip": "从活动主题文件夹（Themes/<预设>/）加载光标PNG图像。\n支持的文件包括cursor.png（箭头）、cursor_text.png（编辑文本）、cursor_resize_ew.png（水平调整大小）、cursor_resize_ns.png（垂直调整大小）等。\n缺失的光标类型将回退至ImGui默认光标。可在主题JSON中为每种类型配置热区位置。",
    "menu.settings.use_custom_shaders": "使用自定义着色器",
    "menu.settings.use_custom_shaders_tooltip": "禁用此项实际上会禁用所有功能。",
    "menu.settings.use_monochrome_cs_logo": "使用单色CS徽标",
    "menu.settings.use_monochrome_cs_logo_tooltip": "使用Community Shaders徽标的单色版本",
    "menu.settings.use_monochrome_icons": "使用单色图标",
    "menu.settings.use_monochrome_icons_tooltip": "使用适应主题文本颜色的白色单色图标",
    "menu.settings.use_resolution_based_font_size": "使用基于分辨率的字体大小",
    "menu.settings.use_resolution_based_font_size_tooltip": "启用时，UI字体大小根据屏幕分辨率缩放。禁用以设置固定大小。",
    "menu.settings.visual_effects": "视觉效果",
    "menu.settings.window_border_size": "窗口边框大小",
    "menu.settings.window_padding": "窗口内边距",
    "menu.settings.window_rounding": "窗口圆角",
    "menu.setup.change_later": "您可以稍后在通用 > 按键绑定中更改此项。",
    "menu.setup.choose_hotkey": "请选择一个热键来访问菜单：",
    "menu.setup.cs_editor_unbound": "CS 编辑器热键未绑定 - 所选键使用 Shift",
    "menu.setup.cs_editor_will_be": "CS 编辑器热键将为：{key}",
    "menu.setup.new_install_line1": "这似乎是一个新的安装、更新，或",
    "menu.setup.new_install_line2": "重新安装Community Shaders。",
    "menu.setup.press_any_key": "按下任意键设置为切换键...",
    "menu.setup.press_to_close": "按Escape或Enter继续",
    "menu.toggle_error_message": "切换错误消息",
    "menu.toggle_error_message_tooltip": "隐藏或显示着色器失败消息。您的安装已损坏，游戏中可能会看到错误。请仔细检查是否已更新所有功能以及加载顺序是否正确。请参阅CommunityShaders.log了解详情，并查看Nexus Mods页面或Discord服务器。",
    "menu.window_title": "Community Shaders {version}",
    "menu.window_title_dev": "Community Shaders {version} [{build}]",
    "overlay.modified_features": "检测到可能修改了着色器的功能。请检查菜单中的功能问题。",
    "overlay.shader_blocking_active": "着色器拦截已激活",
    "overlay.uncompiled_warning": "警告：未编译的着色器在加载时会有视觉错误或导致卡顿。",
    "ui.cancel": "取消",
    "ui.clear_cache": "清除缓存",
    "ui.clear_cache_confirm": "您确定要清除着色器缓存吗？",
    "ui.clear_cache_desc": "这将清除内存和磁盘缓存（如果启用）中的所有已编译着色器。着色器将在游戏下次遇到它们时重新编译。",
    "ui.clear_shader_cache": "清除着色器缓存？",
    "ui.copy": "复制",
    "ui.dont_ask_again": "不再提示",
    "ui.search": "搜索...",
    "ui.search_features": "搜索功能..."
}
