mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-28 06:13:01 +00:00
300 lines
18 KiB
INI
300 lines
18 KiB
INI
Advanced="高级选项"
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Channel.Red="红色"
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Channel.Green="绿色"
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Channel.Blue="蓝色"
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Channel.Alpha="Alpha 通道"
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FileType.Image="图像"
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FileType.Images="图像"
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FileType.Video="视频"
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FileType.Videos="视频"
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FileType.Sound="声音"
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FileType.Sounds="声音"
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FileType.Effect="效果"
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FileType.Effects="效果"
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SourceType.Source="来源"
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SourceType.Scene="场景"
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Alignment.Center="中心"
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Alignment.Left="左边"
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Alignment.Right="右边"
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Alignment.Top="顶部"
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Alignment.Bottom="底部"
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Blur.Type.Box="Box(均值)"
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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。"
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Blur.Type.BoxLinear="Box Linear(均值线性)"
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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。"
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Blur.Type.Gaussian="Gaussian(高斯)"
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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。"
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Blur.Type.GaussianLinear="Gaussian Linear(高斯线性)"
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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。"
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Blur.Type.DualFiltering="双重过滤(Dual Filtering)"
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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。"
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Blur.Subtype.Area="区域"
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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。"
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Blur.Subtype.Directional="方向"
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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。"
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Blur.Subtype.Rotational="旋转"
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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。"
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Blur.Subtype.Zoom="缩放"
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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。"
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MipGenerator="MIP(纹理映射)生成器"
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MipGenerator.Description="应该使用哪种 MIP(纹理映射)生成器?"
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MipGenerator.Point="Point(点)"
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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)。"
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MipGenerator.Linear="Linear(线性)"
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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)。"
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MipGenerator.Sharpen="Sharpen(锐化)"
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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。"
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MipGenerator.Smoothen="Smoothen(平滑)"
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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。"
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MipGenerator.Bicubic="Bicubic(双三次方)"
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MipGenerator.Lanczos="Lanczos(兰索斯)"
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MipGenerator.Intensity="强度"
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MipGenerator.Intensity.Description="生成器的强度."
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Shader="着色器"
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Shader.File="着色器文件"
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Shader.Technique="技术"
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Shader.Texture.Type="纹理类型"
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Filter.Blur="模糊"
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Filter.Blur.Type="类型"
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Filter.Blur.Type.Description="要应用的模糊类型。"
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Filter.Blur.Subtype="子类型"
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Filter.Blur.Subtype.Description="应用此模糊的方式。"
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Filter.Blur.Size="大小"
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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。"
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Filter.Blur.Angle="角度(度)"
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Filter.Blur.Angle.Description="模糊的角度"
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Filter.Blur.Center.X="中心(X) (百分比)"
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Filter.Blur.Center.X.Description="模糊效果的水平中心,以百分比表示。"
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Filter.Blur.Center.Y="中心(Y) (百分比)"
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Filter.Blur.Center.Y.Description="模糊效果的垂直中心,以百分比表示。"
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Filter.Blur.StepScale="缩放步长"
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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。"
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Filter.Blur.StepScale.X="X 缩放步长"
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Filter.Blur.StepScale.Y="Y 缩放步长"
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Filter.Blur.Mask="应用蒙版"
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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。"
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Filter.Blur.Mask.Type="蒙版类型"
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Filter.Blur.Mask.Type.Description="想要应用什么样的蒙版?"
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Filter.Blur.Mask.Type.Region="区域"
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Filter.Blur.Mask.Type.Image="图像"
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Filter.Blur.Mask.Type.Source="来源"
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Filter.Blur.Mask.Region.Left="左边"
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Filter.Blur.Mask.Region.Left.Description="距离来源左边的百分比。"
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Filter.Blur.Mask.Region.Top="顶边"
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Filter.Blur.Mask.Region.Top.Description="距离来源顶边的百分比。"
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Filter.Blur.Mask.Region.Right="右边"
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Filter.Blur.Mask.Region.Right.Description="距离来源右边的百分比。"
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Filter.Blur.Mask.Region.Bottom="底边"
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Filter.Blur.Mask.Region.Bottom.Description="距离来源底边的百分比。"
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Filter.Blur.Mask.Region.Feather="羽化区域"
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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。"
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Filter.Blur.Mask.Region.Feather.Shift="羽化位移"
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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。"
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Filter.Blur.Mask.Region.Invert="反转区域"
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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。"
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Filter.Blur.Mask.Image="图像蒙版"
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Filter.Blur.Mask.Image.Description="要用于蒙版的图像。"
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Filter.Blur.Mask.Source="来源蒙版"
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Filter.Blur.Mask.Source.Description="用于蒙版的来源。"
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Filter.Blur.Mask.Color="蒙版颜色过滤器"
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Filter.Blur.Mask.Color.Description="在应用之前,使用此颜色过滤蒙版。"
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Filter.Blur.Mask.Alpha="蒙版 Alpha 过滤器"
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Filter.Blur.Mask.Alpha.Description="在应用之前,使用此 Alpha 值过滤蒙版。"
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Filter.Blur.Mask.Multiplier="蒙版倍增器"
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Filter.Blur.Mask.Multiplier.Description="将最终蒙版值乘以该值。"
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Filter.ColorGrade="颜色分级"
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Filter.ColorGrade.Tool="颜色分级工具"
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Filter.ColorGrade.Lift="提升"
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Filter.ColorGrade.Lift.Red="红色提升"
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Filter.ColorGrade.Lift.Green="绿色提升"
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Filter.ColorGrade.Lift.Blue="蓝色提升"
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Filter.ColorGrade.Lift.All="全部提升"
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Filter.ColorGrade.Gamma="校正"
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Filter.ColorGrade.Gamma.Red="红色校正"
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Filter.ColorGrade.Gamma.Green="绿色校正"
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Filter.ColorGrade.Gamma.Blue="蓝色校正"
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Filter.ColorGrade.Gamma.All="全部校正"
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Filter.ColorGrade.Gain="增益"
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Filter.ColorGrade.Gain.Red="红色增益"
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Filter.ColorGrade.Gain.Green="绿色增益"
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Filter.ColorGrade.Gain.Blue="蓝色增益"
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Filter.ColorGrade.Gain.All="全部增益"
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Filter.ColorGrade.Offset="偏移"
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Filter.ColorGrade.Offset.Red="红色偏移"
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Filter.ColorGrade.Offset.Green="绿色偏移"
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Filter.ColorGrade.Offset.Blue="蓝色偏移"
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Filter.ColorGrade.Offset.All="全部偏移"
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Filter.ColorGrade.Tint="色调"
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Filter.ColorGrade.Tint.Detection="色调亮度检测方法"
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Filter.ColorGrade.Tint.Detection.HSV="色调饱和度值"
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Filter.ColorGrade.Tint.Detection.HSL="色调饱和度亮度"
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Filter.ColorGrade.Tint.Detection.YUV.SDR="亮度色度 (BT.709 SDR)"
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Filter.ColorGrade.Tint.Mode="色调亮度模式"
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Filter.ColorGrade.Tint.Mode.Linear="Linear(线性)"
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Filter.ColorGrade.Tint.Exponent="色彩亮度指数"
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Filter.ColorGrade.Tint.Shadow.Red="阴影红色色调"
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Filter.ColorGrade.Tint.Shadow.Green="阴影绿色色调"
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Filter.ColorGrade.Tint.Shadow.Blue="阴影蓝色色调"
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Filter.ColorGrade.Tint.Midtone.Red="中间红色色调"
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Filter.ColorGrade.Tint.Midtone.Green="中间绿色色调"
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Filter.ColorGrade.Tint.Midtone.Blue="中间蓝色色调"
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Filter.ColorGrade.Tint.Highlight.Red="突出红色色调"
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Filter.ColorGrade.Tint.Highlight.Green="突出绿色色调"
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Filter.ColorGrade.Tint.Highlight.Blue="突出蓝色色调"
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Filter.ColorGrade.Correction="颜色校正"
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Filter.ColorGrade.Correction.Hue="色调偏移"
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Filter.ColorGrade.Correction.Saturation="饱和度"
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Filter.ColorGrade.Correction.Lightness="亮度"
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Filter.ColorGrade.Correction.Contrast="对比度"
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Filter.Displacement="位移贴图"
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Filter.Displacement.File="文件"
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Filter.Displacement.Scale="缩放"
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Filter.Displacement.Scale.Description="移位的刻度,以像素为单位(刻度类型 = 100.0)或以 UVs 为单位(刻度类型 = 0.0)。"
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Filter.Displacement.Scale.Type="刻度类型"
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Filter.Displacement.Scale.Type.Description="位移刻度的类型,按\n值接近 0.00 时为 UV 间距\n值接近 100.00 时为像素间距。"
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Filter.DynamicMask="动态蒙版"
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Filter.DynamicMask.Input="输入源"
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Filter.DynamicMask.Channel.Multiplier.Description="待实现"
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Filter.DynamicMask.Channel.Input.Description="待实现"
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Filter.SDFEffects="有符号距离区域(SDF)效果"
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Filter.SDFEffects.Shadow.Inner="内部阴影"
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Filter.SDFEffects.Shadow.Inner.Description="在来源的内部绘制阴影?"
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Filter.SDFEffects.Shadow.Inner.Range.Minimum="内阴影最小距离"
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Filter.SDFEffects.Shadow.Inner.Range.Maximum="内阴影最大距离"
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Filter.SDFEffects.Shadow.Inner.Offset.X="内阴影偏移 X"
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Filter.SDFEffects.Shadow.Inner.Offset.Y="内阴影偏移 Y"
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Filter.SDFEffects.Shadow.Inner.Color="内阴影颜色"
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Filter.SDFEffects.Shadow.Inner.Alpha="内阴影 Alpha 值"
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Filter.SDFEffects.Shadow.Outer="外部阴影"
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Filter.SDFEffects.Shadow.Outer.Description="在来源的外部绘制阴影?"
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Filter.SDFEffects.Shadow.Outer.Range.Minimum="外阴影最小距离"
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Filter.SDFEffects.Shadow.Outer.Range.Maximum="外阴影最大距离"
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Filter.SDFEffects.Shadow.Outer.Offset.X="外阴影偏移 X"
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Filter.SDFEffects.Shadow.Outer.Offset.Y="外阴影偏移 Y"
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Filter.SDFEffects.Shadow.Outer.Color="外阴影颜色"
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Filter.SDFEffects.Shadow.Outer.Alpha="外阴影 Alpha 值"
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Filter.SDFEffects.Glow.Outer="外发光"
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Filter.SDFEffects.Glow.Outer.Description="画一个轮廓?"
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Filter.SDFEffects.Glow.Outer.Color="外发光颜色"
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Filter.SDFEffects.Glow.Outer.Color.Description="发光的颜色。"
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Filter.SDFEffects.Glow.Outer.Alpha="外发光 Alpha 值"
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Filter.SDFEffects.Glow.Outer.Alpha.Description="外发光的 Alpha 值。"
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Filter.SDFEffects.Glow.Outer.Width="外发光宽度"
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Filter.SDFEffects.Glow.Outer.Width.Description="从中心线开始的发光大小。"
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Filter.SDFEffects.Glow.Outer.Sharpness="内发光锐度"
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Filter.SDFEffects.Glow.Outer.Sharpness.Description="发光的锐度以百分比表示,值越高越明显。"
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Filter.SDFEffects.Glow.Inner="内发光"
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Filter.SDFEffects.Glow.Inner.Description="画一个轮廓?"
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Filter.SDFEffects.Glow.Inner.Color="内发光颜色"
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Filter.SDFEffects.Glow.Inner.Color.Description="发光的颜色。"
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Filter.SDFEffects.Glow.Inner.Alpha="内发光 Alpha 值"
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Filter.SDFEffects.Glow.Inner.Alpha.Description="外发光的 Alpha 值。"
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Filter.SDFEffects.Glow.Inner.Width="内发光宽度"
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Filter.SDFEffects.Glow.Inner.Width.Description="从中心开始的发光大小。"
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Filter.SDFEffects.Glow.Inner.Sharpness="内发光锐度"
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Filter.SDFEffects.Glow.Inner.Sharpness.Description="发光的锐度以百分比表示,值越高越明显。"
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Filter.SDFEffects.Outline="轮廓"
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Filter.SDFEffects.Outline.Description="画一个轮廓?"
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Filter.SDFEffects.Outline.Color="轮廓颜色"
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Filter.SDFEffects.Outline.Color.Description="轮廓的颜色。"
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Filter.SDFEffects.Outline.Alpha="轮廓 Alpha 值"
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Filter.SDFEffects.Outline.Alpha.Description="轮廓的 Alpha 值。"
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Filter.SDFEffects.Outline.Width="轮廓宽度"
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Filter.SDFEffects.Outline.Width.Description="从中心向两个方向的轮廓大小。"
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Filter.SDFEffects.Outline.Offset="轮廓偏移"
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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。"
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Filter.SDFEffects.Outline.Sharpness="轮廓锐度"
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Filter.SDFEffects.Outline.Sharpness.Description="轮廓的锐度,以百分比表示,值越大,锐度越高。"
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Filter.SDFEffects.SDF.Scale="SDF 纹理比例"
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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。"
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Filter.SDFEffects.SDF.Threshold="SDF Alpha 阈值"
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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。"
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Filter.Shader="着色器"
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Filter.Transform="3D 转换"
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Filter.Transform.Camera="摄影机"
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Filter.Transform.Camera.Description="摄像机使用的投影模式。"
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Filter.Transform.Camera.Orthographic="正交"
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Filter.Transform.Camera.Perspective="透视"
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Filter.Transform.Camera.FieldOfView="视野"
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Filter.Transform.Camera.FieldOfView.Description="摄像机的垂直视野。"
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Filter.Transform.Position="位置"
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Filter.Transform.Position.Description="渲染四边形的位置。"
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Filter.Transform.Scale="缩放"
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Filter.Transform.Scale.Description="渲染四边形的缩放。"
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Filter.Transform.Shear="剪切"
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Filter.Transform.Shear.Description="渲染四边形的剪切。"
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Filter.Transform.Rotation="旋转"
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Filter.Transform.Rotation.Description="渲染四边形的欧拉旋转,使用旋转顺序应用。"
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Filter.Transform.Rotation.X="俯仰 (X)"
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Filter.Transform.Rotation.Y="偏转 (Y)"
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Filter.Transform.Rotation.Z="滚转 (Z)"
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Filter.Transform.Rotation.Order="旋转顺序"
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Filter.Transform.Rotation.Order.Description="将欧拉角应用于渲染四边形的顺序。"
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Filter.Transform.Rotation.Order.XYZ="俯仰,偏转,滚转"
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Filter.Transform.Rotation.Order.XZY="俯仰,滚转,偏转"
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Filter.Transform.Rotation.Order.YXZ="偏转,俯仰,滚转"
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Filter.Transform.Rotation.Order.YZX="偏转,滚转,俯仰"
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Filter.Transform.Rotation.Order.ZXY="滚转,俯仰,偏转"
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Filter.Transform.Rotation.Order.ZYX="滚转,偏转,俯仰"
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Filter.Transform.Mipmapping="启用 MIP(纹理映射)"
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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。"
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Source.Mirror="来源镜像"
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Source.Mirror.Source="来源"
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Source.Mirror.Source.Description="应该镜像哪些来源?"
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Source.Mirror.Source.Size="来源大小"
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Source.Mirror.Source.Size.Description="要镜像的来源的大小。(自动更新)"
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Source.Mirror.Source.Audio="启用音频"
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Source.Mirror.Source.Audio.Description="启用此来源的音频镜像。"
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Source.Mirror.Source.Audio.Layout="音频布局"
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Source.Mirror.Source.Audio.Layout.Description="如果自动检测到的音频布局与源不匹配,则覆盖该布局。\n这不执行任何种类的向下或向上混合。"
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Source.Mirror.Source.Audio.Layout.Unknown="未知"
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Source.Mirror.Source.Audio.Layout.Mono="单声道"
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Source.Mirror.Source.Audio.Layout.Stereo="立体声"
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Source.Mirror.Source.Audio.Layout.StereoLFE="带 LFE 的立体声"
|
||
Source.Mirror.Source.Audio.Layout.Quadraphonic="四声道"
|
||
Source.Mirror.Source.Audio.Layout.QuadraphonicLFE="带 LFE 的四声道"
|
||
Source.Mirror.Source.Audio.Layout.Surround="环绕声"
|
||
Source.Mirror.Source.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(点)"
|
||
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"
|
||
|