obs-StreamFX/data/locale/zh-CN.ini

306 lines
17 KiB
INI
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

Advanced="高级选项"
Channel.Red="红色"
Channel.Green="绿色"
Channel.Blue="蓝色"
Channel.Alpha="Alpha 通道"
FileType.Image="图像"
FileType.Images="图像"
FileType.Video="视频"
FileType.Videos="视频"
FileType.Sound="声音"
FileType.Sounds="声音"
FileType.Effect="效果"
FileType.Effects="效果"
SourceType.Source="来源"
SourceType.Scene="场景"
Alignment.Center="中心"
Alignment.Left="左边"
Alignment.Right="右边"
Alignment.Top="顶部"
Alignment.Bottom="底部"
Blur.Type.Box="Box均值"
Blur.Type.Box.Description="均值模糊Box blur以其独特的形状命名是一个像素的简单平均值从而产生类似于盒子的外观。"
Blur.Type.BoxLinear="Box Linear均值线性"
Blur.Type.BoxLinear.Description="均值模糊Box blur以其独特的形状命名是一个像素的简单平均值从而产生类似于盒子的外观。\n这是普通均值模糊的线性优化版本。"
Blur.Type.Gaussian="Gaussian高斯"
Blur.Type.Gaussian.Description="高斯模糊Gaussian blur使用高斯贝尔曲线作为每个采样像素的权重从而产生平滑的外观。"
Blur.Type.GaussianLinear="Gaussian Linear高斯线性"
Blur.Type.GaussianLinear.Description="高斯模糊采用高斯贝尔曲线作为每个采样像素的权重, 从而产生平滑的视觉效果。\n这是标准高斯模糊的线性优化版本但可能看上去效果稍差一些。"
Blur.Type.DualFiltering="双重过滤(Dual Filtering)"
Blur.Type.DualFiltering.Description="双滤波是一种高斯近似,能够以更低的成本获得与高斯模糊相似的结果。"
Blur.Subtype.Area="区域"
Blur.Subtype.Area.Description="区域模糊可以平滑二维区域内的所有像素。\n效果类似于摄像头中失焦的物体。"
Blur.Subtype.Directional="方向"
Blur.Subtype.Directional.Description="方向模糊是一种一维模糊,可以平滑在同一方向上所有像素。\n它可以与在一个方向上移动相机进行比较。"
Blur.Subtype.Rotational="旋转"
Blur.Subtype.Rotational.Description="旋转模糊是一种多维模糊,可以通过围绕中心点旋转来平滑像素。\n它可以与在适当位置旋转相机进行比较。"
Blur.Subtype.Zoom="缩放"
Blur.Subtype.Zoom.Description="缩放模糊是一种方向模糊,模糊的方向和强度由到中心点的位置和距离决定。\n它可以与前后移动相机进行比较。"
MipGenerator="MIP纹理映射生成器"
MipGenerator.Description="应该使用哪种 MIP纹理映射生成器"
MipGenerator.Point="Point"
MipGenerator.Point.Description="简单的点采样产生了一个非常锯齿的图像,相当于没有 Mip-Mapping (纹理映射)。"
MipGenerator.Linear="Linear线性"
MipGenerator.Linear.Description="线性采样 Mip-Maps纹理映射可以快速生成但只能生成外观良好的平滑 Mip-Maps纹理映射。"
MipGenerator.Sharpen="Sharpen锐化"
MipGenerator.Sharpen.Description="带有额外锐化的线性采样 Mip-Maps纹理映射允许在 Mip-Maps纹理映射中保留细节。"
MipGenerator.Smoothen="Smoothen平滑"
MipGenerator.Smoothen.Description="带有额外平滑的线性采样 Mip-Maps纹理映射减少了 Mip-Maps纹理映射中的细节。"
MipGenerator.Bicubic="Bicubic双三次方"
MipGenerator.Lanczos="Lanczos兰索斯"
MipGenerator.Intensity="强度"
MipGenerator.Intensity.Description="生成器的强度."
Shader="着色器"
Shader.File="着色器文件"
Shader.Technique="技术"
Shader.Texture.Type="纹理类型"
Filter.Blur="模糊"
Filter.Blur.Type="类型"
Filter.Blur.Type.Description="要应用的模糊类型。"
Filter.Blur.Subtype="子类型"
Filter.Blur.Subtype.Description="应用此模糊的方式。"
Filter.Blur.Size="大小"
Filter.Blur.Size.Description="要应用的模糊过滤的大小。大尺寸可能会对性能产生负面影响。"
Filter.Blur.Angle="角度(度)"
Filter.Blur.Angle.Description="模糊的角度"
Filter.Blur.Center.X="中心(X) (百分比)"
Filter.Blur.Center.X.Description="模糊效果的水平中心,以百分比表示。"
Filter.Blur.Center.Y="中心(Y) (百分比)"
Filter.Blur.Center.Y.Description="模糊效果的垂直中心,以百分比表示。"
Filter.Blur.StepScale="缩放步长"
Filter.Blur.StepScale.Description="缩放模糊着色器中使用的纹理元素步长,允许较小的模糊大小覆盖更多空间,但代价是牺牲某些质量。\n可以与定向模糊结合使用以大幅改变行为。"
Filter.Blur.StepScale.X="X 缩放步长"
Filter.Blur.StepScale.Y="Y 缩放步长"
Filter.Blur.Mask="应用蒙版"
Filter.Blur.Mask.Description="将蒙版应用于需要模糊的区域,以便更好地控制模糊区域。"
Filter.Blur.Mask.Type="蒙版类型"
Filter.Blur.Mask.Type.Description="想要应用什么样的蒙版?"
Filter.Blur.Mask.Type.Region="区域"
Filter.Blur.Mask.Type.Image="图像"
Filter.Blur.Mask.Type.Source="来源"
Filter.Blur.Mask.Region.Left="左边"
Filter.Blur.Mask.Region.Left.Description="距离来源左边的百分比。"
Filter.Blur.Mask.Region.Top="顶边"
Filter.Blur.Mask.Region.Top.Description="距离来源顶边的百分比。"
Filter.Blur.Mask.Region.Right="右边"
Filter.Blur.Mask.Region.Right.Description="距离来源右边的百分比。"
Filter.Blur.Mask.Region.Bottom="底边"
Filter.Blur.Mask.Region.Bottom.Description="距离来源底边的百分比。"
Filter.Blur.Mask.Region.Feather="羽化区域"
Filter.Blur.Mask.Region.Feather.Description="羽化区域的大小占源大小的百分比。\n羽化允许模糊图像和原始图像之间的平滑渐变。"
Filter.Blur.Mask.Region.Feather.Shift="羽化位移"
Filter.Blur.Mask.Region.Feather.Shift.Description="羽化区域的百分比偏移。\n正值将羽化区域推入区域而负值则将羽化区域推出区域。"
Filter.Blur.Mask.Region.Invert="反转区域"
Filter.Blur.Mask.Region.Invert.Description="反转该区域,使除该区域以外的所有内容都变得模糊。"
Filter.Blur.Mask.Image="图像蒙版"
Filter.Blur.Mask.Image.Description="要用于蒙版的图像。"
Filter.Blur.Mask.Source="来源蒙版"
Filter.Blur.Mask.Source.Description="用于蒙版的来源。"
Filter.Blur.Mask.Color="蒙版颜色过滤器"
Filter.Blur.Mask.Color.Description="在应用之前,使用此颜色过滤蒙版。"
Filter.Blur.Mask.Alpha="蒙版 Alpha 过滤器"
Filter.Blur.Mask.Alpha.Description="在应用之前,使用此 Alpha 值过滤蒙版。"
Filter.Blur.Mask.Multiplier="蒙版倍增器"
Filter.Blur.Mask.Multiplier.Description="将最终蒙版值乘以该值。"
Filter.ColorGrade="颜色分级"
Filter.ColorGrade.Tool="颜色分级工具"
Filter.ColorGrade.Lift="提升"
Filter.ColorGrade.Lift.Red="红色提升"
Filter.ColorGrade.Lift.Green="绿色提升"
Filter.ColorGrade.Lift.Blue="蓝色提升"
Filter.ColorGrade.Lift.All="全部提升"
Filter.ColorGrade.Gamma="校正"
Filter.ColorGrade.Gamma.Red="红色校正"
Filter.ColorGrade.Gamma.Green="绿色校正"
Filter.ColorGrade.Gamma.Blue="蓝色校正"
Filter.ColorGrade.Gamma.All="全部校正"
Filter.ColorGrade.Gain="增益"
Filter.ColorGrade.Gain.Red="红色增益"
Filter.ColorGrade.Gain.Green="绿色增益"
Filter.ColorGrade.Gain.Blue="蓝色增益"
Filter.ColorGrade.Gain.All="全部增益"
Filter.ColorGrade.Offset="偏移"
Filter.ColorGrade.Offset.Red="红色偏移"
Filter.ColorGrade.Offset.Green="绿色偏移"
Filter.ColorGrade.Offset.Blue="蓝色偏移"
Filter.ColorGrade.Offset.All="全部偏移"
Filter.ColorGrade.Tint="色调"
Filter.ColorGrade.Tint.Shadow.Red="阴影红色色调"
Filter.ColorGrade.Tint.Shadow.Green="阴影绿色色调"
Filter.ColorGrade.Tint.Shadow.Blue="阴影蓝色色调"
Filter.ColorGrade.Tint.Midtone.Red="中间红色色调"
Filter.ColorGrade.Tint.Midtone.Green="中间绿色色调"
Filter.ColorGrade.Tint.Midtone.Blue="中间蓝色色调"
Filter.ColorGrade.Tint.Highlight.Red="突出红色色调"
Filter.ColorGrade.Tint.Highlight.Green="突出绿色色调"
Filter.ColorGrade.Tint.Highlight.Blue="突出蓝色色调"
Filter.ColorGrade.Correction="颜色校正"
Filter.ColorGrade.Correction.Hue="色调偏移"
Filter.ColorGrade.Correction.Saturation="饱和度"
Filter.ColorGrade.Correction.Lightness="亮度"
Filter.ColorGrade.Correction.Contrast="对比度"
Filter.Displacement="位移贴图"
Filter.Displacement.File="文件"
Filter.Displacement.File.Types="图像 (*.png *.jpeg *.jpg *.bmp *.tga);;所有文件 (*)"
Filter.Displacement.Ratio="比率"
Filter.Displacement.Scale="缩放"
Filter.DynamicMask="动态蒙版"
Filter.DynamicMask.Input="输入源"
Filter.DynamicMask.Input.Description="待实现"
Filter.DynamicMask.Channel="通道"
Filter.DynamicMask.Channel.Description="待实现"
Filter.DynamicMask.Channel.Value="%s 通道值"
Filter.DynamicMask.Channel.Value.Description="待实现"
Filter.DynamicMask.Channel.Multiplier="%s 通道乘法器"
Filter.DynamicMask.Channel.Multiplier.Description="待实现"
Filter.DynamicMask.Channel.Input="%s 通道值来自 %s 输入通道"
Filter.DynamicMask.Channel.Input.Description="待实现"
Filter.SDFEffects="有符号距离区域SDF效果"
Filter.SDFEffects.Shadow.Inner="内部阴影"
Filter.SDFEffects.Shadow.Inner.Description="在来源的内部绘制阴影?"
Filter.SDFEffects.Shadow.Inner.Range.Minimum="内阴影最小距离"
Filter.SDFEffects.Shadow.Inner.Range.Maximum="内阴影最大距离"
Filter.SDFEffects.Shadow.Inner.Offset.X="内阴影偏移 X"
Filter.SDFEffects.Shadow.Inner.Offset.Y="内阴影偏移 Y"
Filter.SDFEffects.Shadow.Inner.Color="内阴影颜色"
Filter.SDFEffects.Shadow.Inner.Alpha="内阴影 Alpha 值"
Filter.SDFEffects.Shadow.Outer="外部阴影"
Filter.SDFEffects.Shadow.Outer.Description="在来源的外部绘制阴影?"
Filter.SDFEffects.Shadow.Outer.Range.Minimum="外阴影最小距离"
Filter.SDFEffects.Shadow.Outer.Range.Maximum="外阴影最大距离"
Filter.SDFEffects.Shadow.Outer.Offset.X="外阴影偏移 X"
Filter.SDFEffects.Shadow.Outer.Offset.Y="外阴影偏移 Y"
Filter.SDFEffects.Shadow.Outer.Color="外阴影颜色"
Filter.SDFEffects.Shadow.Outer.Alpha="外阴影 Alpha 值"
Filter.SDFEffects.Glow.Outer="外发光"
Filter.SDFEffects.Glow.Outer.Description="画一个轮廓?"
Filter.SDFEffects.Glow.Outer.Color="外发光颜色"
Filter.SDFEffects.Glow.Outer.Color.Description="发光的颜色。"
Filter.SDFEffects.Glow.Outer.Alpha="外发光 Alpha 值"
Filter.SDFEffects.Glow.Outer.Alpha.Description="外发光的 Alpha 值。"
Filter.SDFEffects.Glow.Outer.Width="外发光宽度"
Filter.SDFEffects.Glow.Outer.Width.Description="从中心线开始的发光大小。"
Filter.SDFEffects.Glow.Outer.Sharpness="内发光锐度"
Filter.SDFEffects.Glow.Outer.Sharpness.Description="发光的锐度以百分比表示,值越高越明显。"
Filter.SDFEffects.Glow.Inner="内发光"
Filter.SDFEffects.Glow.Inner.Description="画一个轮廓?"
Filter.SDFEffects.Glow.Inner.Color="内发光颜色"
Filter.SDFEffects.Glow.Inner.Color.Description="发光的颜色。"
Filter.SDFEffects.Glow.Inner.Alpha="内发光 Alpha 值"
Filter.SDFEffects.Glow.Inner.Alpha.Description="外发光的 Alpha 值。"
Filter.SDFEffects.Glow.Inner.Width="内发光宽度"
Filter.SDFEffects.Glow.Inner.Width.Description="从中心开始的发光大小。"
Filter.SDFEffects.Glow.Inner.Sharpness="内发光锐度"
Filter.SDFEffects.Glow.Inner.Sharpness.Description="发光的锐度以百分比表示,值越高越明显。"
Filter.SDFEffects.Outline="轮廓"
Filter.SDFEffects.Outline.Description="画一个轮廓?"
Filter.SDFEffects.Outline.Color="轮廓颜色"
Filter.SDFEffects.Outline.Color.Description="轮廓的颜色。"
Filter.SDFEffects.Outline.Alpha="轮廓 Alpha 值"
Filter.SDFEffects.Outline.Alpha.Description="轮廓的 Alpha 值。"
Filter.SDFEffects.Outline.Width="轮廓宽度"
Filter.SDFEffects.Outline.Width.Description="从中心向两个方向的轮廓大小。"
Filter.SDFEffects.Outline.Offset="轮廓偏移"
Filter.SDFEffects.Outline.Offset.Description="将中心线移动给定的偏移量。\n正偏移将轮廓推离源而负偏移则将其拉入源。"
Filter.SDFEffects.Outline.Sharpness="轮廓锐度"
Filter.SDFEffects.Outline.Sharpness.Description="轮廓的锐度,以百分比表示,值越大,锐度越高。"
Filter.SDFEffects.SDF.Scale="SDF 纹理比例"
Filter.SDFEffects.SDF.Scale.Description="相对于源大小缩放 SDF 纹理大小的百分比。\n值越高质量越好但更新速度越慢\n而值越低更新速度越快但质量越差。"
Filter.SDFEffects.SDF.Threshold="SDF Alpha 阈值"
Filter.SDFEffects.SDF.Threshold.Description="考虑像素实体的 SDF 生成的最小不透明度百分比。"
Filter.Shader="着色器"
Filter.Transform="3D 转换"
Filter.Transform.Camera="摄影机"
Filter.Transform.Camera.Description="摄像机使用的投影模式。"
Filter.Transform.Camera.Orthographic="正交"
Filter.Transform.Camera.Perspective="透视"
Filter.Transform.Camera.FieldOfView="视野"
Filter.Transform.Camera.FieldOfView.Description="摄像机的垂直视野。"
Filter.Transform.Position="位置"
Filter.Transform.Position.Description="渲染四边形的位置。"
Filter.Transform.Position.X="位置 (X)"
Filter.Transform.Position.Y="位置 (Y)"
Filter.Transform.Position.Z="位置 (Z)"
Filter.Transform.Scale="缩放"
Filter.Transform.Scale.Description="渲染四边形的缩放。"
Filter.Transform.Scale.X="缩放 (X)"
Filter.Transform.Scale.Y="缩放 (Y)"
Filter.Transform.Shear="剪切"
Filter.Transform.Shear.Description="渲染四边形的剪切。"
Filter.Transform.Shear.X="剪切 (X)"
Filter.Transform.Shear.Y="剪切 (Y)"
Filter.Transform.Rotation.Order="旋转顺序"
Filter.Transform.Rotation.Order.Description="将欧拉角应用于渲染四边形的顺序。"
Filter.Transform.Rotation.Order.XYZ="俯仰,偏转,滚转"
Filter.Transform.Rotation.Order.XZY="俯仰,滚转,偏转"
Filter.Transform.Rotation.Order.YXZ="偏转,俯仰,滚转"
Filter.Transform.Rotation.Order.YZX="偏转,滚转,俯仰"
Filter.Transform.Rotation.Order.ZXY="滚转,俯仰,偏转"
Filter.Transform.Rotation.Order.ZYX="滚转,偏转,俯仰"
Filter.Transform.Rotation="旋转"
Filter.Transform.Rotation.Description="渲染四边形的欧拉旋转,使用旋转顺序应用。"
Filter.Transform.Rotation.X="俯仰 (X)"
Filter.Transform.Rotation.Y="偏转 (Y)"
Filter.Transform.Rotation.Z="滚转 (Z)"
Filter.Transform.Mipmapping="启用 MIP纹理映射"
Filter.Transform.Mipmapping.Description="为来源生成 MIP纹理映射使有角度和远处的部分更平滑。"
Source.Mirror="来源镜像"
Source.Mirror.Source="来源"
Source.Mirror.Source.Description="应该镜像哪些来源?"
Source.Mirror.Source.Size="来源大小"
Source.Mirror.Source.Size.Description="要镜像的来源的大小。(自动更新)"
Source.Mirror.Source.Audio="启用音频"
Source.Mirror.Source.Audio.Description="启用此来源的音频镜像。"
Source.Mirror.Audio.Layout="音频布局"
Source.Mirror.Audio.Layout.Unknown="未知"
Source.Mirror.Audio.Layout.Mono="单声道"
Source.Mirror.Audio.Layout.Stereo="立体声"
Source.Mirror.Audio.Layout.StereoLFE="带 LFE 的立体声"
Source.Mirror.Audio.Layout.Quadraphonic="四声道"
Source.Mirror.Audio.Layout.QuadraphonicLFE="带 LFE 的四声道"
Source.Mirror.Audio.Layout.Surround="环绕声"
Source.Mirror.Audio.Layout.FullSurround="全环绕"
Source.Mirror.Scaling="重新缩放来源"
Source.Mirror.Scaling.Description="是否应该重新缩放来源?"
Source.Mirror.Scaling.Method="过滤器"
Source.Mirror.Scaling.Method.Description="应使用哪种过滤器进行重新缩放?"
Source.Mirror.Scaling.Method.Point="Point"
Source.Mirror.Scaling.Method.Bilinear="Bilinear双线性"
Source.Mirror.Scaling.Method.BilinearLowRes="Bilinear双线性低清晰度"
Source.Mirror.Scaling.Method.Bicubic="Bicubic双三次方"
Source.Mirror.Scaling.Method.Lanczos="Lanczos兰索斯"
Source.Mirror.Scaling.Size="大小"
Source.Mirror.Scaling.Size.Description="我们应该重新缩放到WxH格式"
Source.Mirror.Scaling.TransformKeepOriginal="使用原始大小进行转换"
Source.Mirror.Scaling.TransformKeepOriginal.Description="过滤器是否不应修改来源的大小?"
Source.Mirror.Scaling.Bounds="边界类型"
Source.Mirror.Scaling.Bounds.Description="如何重新缩放源?"
Source.Mirror.Scaling.Bounds.Stretch="拉伸"
Source.Mirror.Scaling.Bounds.Stretch.Description="拉伸将重新缩放源以精确匹配给定区域的宽度和高度。\n此选项将破坏纵横比。"
Source.Mirror.Scaling.Bounds.Fit="自适应"
Source.Mirror.Scaling.Bounds.Fit.Description="适合将重新缩放源以匹配给定区域的高度或宽度(以较小者为准)。\n此选项将保持纵横比。"
Source.Mirror.Scaling.Bounds.Fill="填充"
Source.Mirror.Scaling.Bounds.Fill.Description="填充将重新缩放源以匹配给定区域的高度或宽度(以较大者为准)。\n此选项将保持纵横比。"
Source.Mirror.Scaling.Bounds.FillWidth="填充到宽度"
Source.Mirror.Scaling.Bounds.FillWidth.Description="填充宽度将重新缩放源以匹配给定区域的宽度。\n此选项将保持纵横比。"
Source.Mirror.Scaling.Bounds.FillHeight="填充到高度"
Source.Mirror.Scaling.Bounds.FillHeight.Description="填充高度将重新缩放源以匹配给定区域的高度。\n此选项将保持纵横比。"
Source.Mirror.Scaling.Alignment="边界对齐"
Source.Mirror.Scaling.Alignment.Description="如何在渲染边界内对齐源?"
Source.Shader="着色器"
Source.Shader.Width="宽度"
Source.Shader.Height="高度"