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This refers to fog that is dependent of the [[Minecraft:render distance]], which includes '''air fog''' in the Overworld and the End {{In|be}}, or general fog in all dimensions {{In|je}}. | This refers to fog that is dependent of the [[Minecraft:render distance]], which includes '''air fog''' in the Overworld and the End {{In|be}}, or general fog in all dimensions {{In|je}}. | ||
The sight distance in the render distance fog is equal to the render distance | The sight distance in the render distance fog is equal to the render distance, which begins to appear at 92% of the render distance. Objects from the [[Minecraft:sky]] are not faded, making it appear in the shape of a cylinder. Its color depends mainly on the [[Minecraft:biome]] the camera is in, and is affected by: | ||
* the current | * the current [[Minecraft:Daylight cycle|day-time]] in the Overworld: | ||
** At midnight, fog is always dark blue regardless of other colors. | |||
** During sunrise and after sunset, the biome fog color gets gradually mixed with the black. | |||
** When looking in the direction of the sun during sunrise or sunset, the fog gradually turns orange. | |||
* the current [[Minecraft:sky]] color<!--affected by lightning-->, and the render distance{{Only|je}} | * the current [[Minecraft:sky]] color<!--affected by lightning-->, and the render distance{{Only|je}} | ||
** The smaller the render distance, the closer the color of the fog is adjusted to the sky color. | ** The smaller the render distance, the closer the color of the fog is adjusted to the sky color. | ||
** When the render distance is 32, the color of the fog is not affected by the sky color. | ** When the render distance is 32, the color of the fog is not affected by the sky color. | ||
* the current [[Minecraft:weather]] | * the current [[Minecraft:weather]] | ||
The base fog color in the Overworld is {{Color|#c0d8ff}} {{In|je}} and {{Color|#abd2ff}} {{In|be}}. In [[Minecraft:pale gardens]], the fog color is {{Color|#817770}}. In the [[Minecraft:End]], the fog color is {{Color|#a080a0}} in ''Java Edition''{{Note| | The base fog color in the Overworld is {{Color|#c0d8ff}} {{In|je}} and {{Color|#abd2ff}} {{In|be}}. In [[Minecraft:pale gardens]], the fog color is {{Color|#817770}}. In the [[Minecraft:End]], the fog color is {{Color|#a080a0}} in ''Java Edition''{{Note|This color is only applied for 15%, making it appear mostly black, and it does not affect the [[Minecraft:End sky]].}} and {{Color|#0b080c}} in ''Bedrock Edition''.{{Note|Renders behind the semi-transparent [[Minecraft:End sky]] texture to tint it.}} [[Minecraft:Sulfur Caves|Sulfur caves]]{{Upcoming|be 26.30}} use {{Color|#8cb831}}.[[File:Weather fog.png|thumb|Weather fog is colored gray and obstructs a larger part of the view distance.]] | ||
In ''Bedrock Edition'', a separate type of render distance fog is used during [[Minecraft:precipitation]], known as '''weather fog'''. This fog is much denser; it appears at 23% of the render distance and becomes opaque at 70% of the render distance. The base color changes to {{Color|#666666}}, {{Color|#403C44}} in pale gardens, stays {{Color|#8cb831}} in sulfur caves. | |||
[[File:VV distance fog.png|thumb|Distance fog with Vibrant Visuals takes on the color of the dynamic atmospherics.]] | |||
With [[Minecraft:Vibrant Visuals]], | ==== Atmospherics ==== | ||
[[ | {{Main|Vibrant Visuals#Atmospherics}}{{Exclusive|bedrock|section=1}} | ||
With [[Minecraft:Vibrant Visuals]], the Overworld [[Minecraft:sky]] box does not exist and render distance fog entirely replaces its purpose for dynamic atmospherics. Atmospherics have different colors for a zenith and horizon region, which are being illuminated by [[Minecraft:W:Rayleigh scattering|rayleigh scattering]]. | |||
The atmospherics constantly change color as the [[Minecraft:daylight cycle]] progresses. In general, zenith is blue at daytime and dark blue at nighttime with less rayleigh scattering illuminating it. The horizon has unique shades of purple, pink, blue, orange, brown, and light gray for each part of the daylight cycle, and it is positioned lower at nighttime. Around sunrise and sunset, an additional [[Minecraft:W:Mie scattering|mie scattering]] shades the area around the sun with a mix of fog colors and sunlight colors. | |||
Several [[Minecraft:biomes]] (as well as [[Minecraft:The End (biome)|the End]]) have unique atmospherics, including some unique zenith and horizon colors at daytime, brighter night sky colors in warmish biomes, and some use entirely unique colors. Because many biomes also have unique lighting and color grading settings, there are more variations of the final scene. See {{Slink|Vibrant Visuals/Configurations|Atmospherics}} for all details. | |||
During precipitation, the denser weather fog takes on the same colors as the sky box without Vibrant Visuals, while mie scattering is still applied around the sun. Unlike the classic sky, this is not applied in dry biomes or with a wither. | |||
* During [[Minecraft:rainfall]] or [[Minecraft:snowfall]] at day: {{Color|rgb(103, 103, 103)}} for 100% | |||
* During [[Minecraft:thunderstorms]] at day: {{Color|rgb(51, 51, 51)}} blended for 75% with rainfall colors. | |||
* When [[Minecraft:lightning]] strikes, the sky flashes multiple times: {{Color|rgb(204, 204, 255)}} blended for 45% with all previous colors. | |||
<gallery> | |||
File:Rain Vibrant Visuals.png | |||
File:Thunder Vibrant Visuals.png | |||
File:Lightning Vibrant Visuals.png | |||
</gallery>Like classic distance fog, it also fades objects near the edge of the render distance with the atmospheric colors. Objects faded by fog are also [[Minecraft:Vibrant Visuals#Reflections|reflected]] with the fog. | |||
=== Environmental fog === | === Environmental fog === | ||
[[File:Environmental Fog.png|thumb|Environmental fog shown through the zoom of a [[spyglass]].]] | |||
This refers to fog that renders ambiently inside chunks in the [[Minecraft:Overworld]]{{verify|is it dimension based, or does it depend on the | {{Exclusive|java|section=1}}This refers to fog that renders ambiently inside chunks in the [[Minecraft:Overworld]]{{verify|is it dimension based, or does it depend on the dimension effect?}} that are far away from the player. This type of fog grows in strength at greater distances from the player and does not change with render distance. | ||
==== Rain fog ==== | ==== Rain fog ==== | ||
Environmental fog grows in strength during [[Minecraft:precipitation]]. Rain-based fog becomes weaker when the player is not exposed to as much [[Minecraft:sky light]] (sky light is always the same regardless of the weather or [[Minecraft:daylight cycle]]). This creates the effect of the fog getting weaker when the player is not in the rain. | Environmental fog grows in strength during [[Minecraft:precipitation]]. Rain-based fog becomes weaker when the player is not exposed to as much [[Minecraft:sky light]] (sky light is always the same regardless of the weather or [[Minecraft:daylight cycle]]). This creates the effect of the fog getting weaker when the player is not in the rain. | ||
{{-}} | |||
=== Special fog === | === Special fog === | ||
This refers to fog used in special cases, which does not change with render distance. | This refers to fog used in special cases, which does not change with render distance.{{verify|even in spectator mode?}} | ||
==== Water fog ==== | ==== Water fog ==== | ||
[[File:Transition fog mid.png|thumb|Water fog in a [[river]], after 5 seconds.]] | [[File:Transition fog mid.png|thumb|Water fog in a [[river]], after 5 seconds.]] | ||
When the camera is in [[Minecraft:water]], a dedicated fog | When the camera is in [[Minecraft:water]], a dedicated fog is applied to simulate this. Underwater fog progressively recedes with time spent underwater. The color and distance{{Only|be|short=1}} depends on the [[Minecraft:biome]] the camera is in (see {{Slink|Water|Appearance}} for a full list). {{IN|je}}, [[Minecraft:swamp]]s and [[Minecraft:mangrove swamp]]s have a thicker fog than most other biomes, which is controlled by the biome [[Minecraft:tag]] <code>has_closer_water_fog</code>. | ||
When the camera descends into water, a much thicker initial fog is applied first, with the same color but obscuring the distance at 0.01 blocks, which is blended for 25% with regular fog at the start. The transition fog slowly disappears, being blended for 60% at 5 seconds and removed at 30 seconds. | When the camera descends into water, a much thicker initial fog is applied first, with the same color but obscuring the distance at 0.01 blocks, which is blended for 25% with regular fog at the start. The transition fog slowly disappears, being blended for 60% at 5 seconds and removed at 30 seconds. | ||
Vibrant Visuals modifies underwater fog by brightening it more at the top and bottom of the sphere, while it appears almost black in horizontal directions. It is illuminated by directional lighting, and looking at a lit area when the camera is in the dark dynamically brightens it where light falls down. | |||
==== Lava fog ==== | ==== Lava fog ==== | ||
[[File:Lava fog.png|thumb|Lava fog is so dense that it even fades held items on the [[HUD]].]] | [[File:Lava fog.png|thumb|Lava fog is so dense that it even fades held items on the [[HUD]].]] | ||
When the camera is in [[Minecraft:lava]], an even thicker fog | When the camera is in [[Minecraft:lava]], an even thicker fog is applied. Its color is {{Color|#991A00}}. With this fog, normally the player can see only 1 block away. The [[Minecraft:Fire Resistance]] effect can mitigate the fog so that the sight distance becomes 3 blocks. In [[Minecraft:Spectator]] mode, the fog is even less opaque to reveal objects located within up to half the render distance. | ||
==== Powder snow fog ==== | ==== Powder snow fog ==== | ||
Being beneath [[Minecraft:powder snow]] imparts another fog | Being beneath [[Minecraft:powder snow]] imparts another fog. Its color is {{Color|#9FBBC8}}. With this fog, normally the player can see only 2 blocks away. In [[Minecraft:Spectator]] mode, the fog becomes thinner so that things within half of the render distance are visible. | ||
Powder snow fog is illuminated by directional lighting with Vibrant Visuals. | |||
==== Nether fog ==== | ==== Nether fog ==== | ||
Sky and weather fog in [[Minecraft:Nether]] biomes has a specified range of blocks and does not change with the render distance, like other types of sky and weather fog. It begins to appear at 10 blocks and becomes opaque at 96 blocks. The color depends on the [[Minecraft:biome]], which is {{Color|#330808}} in [[Minecraft:Nether Wastes|Nether wastes]], {{Color|#1a051a}} in [[Minecraft:Warped Forest|warped forests]], {{Color|#330303}} in [[Minecraft:Crimson Forest|crimson forests]], {{Color|#1b4745}} in [[Minecraft:Soul Sand Valleys|soul sand valleys]], and {{Color|#685f70}} in [[Minecraft:Basalt Deltas|basalt deltas]]. | |||
With Vibrant Visuals, this fog uses the tint from the biome's atmospherics as well, although it simulates the same colors by illuminating them with rayleigh scattering. | |||
{{IN|je}}, the shorter fog distance is created by the [[Minecraft:Effect (dimension)|dimension effect]] and does not apply in Nether biomes in other dimensions, while {{In|be}} it is only controlled by the biome. | |||
=== Volumetric fog === | === Volumetric fog === | ||
{{Exclusive|bedrock|section=1}} | {{Exclusive|bedrock|section=1}} | ||
[[File:Vibrant Visuals volumetric fog comparison.png|thumb|A comparison of volumetric fog off vs on in a [[pale garden]].]] | [[File:Vibrant Visuals volumetric fog comparison.png|thumb|A comparison of volumetric fog off vs on in a [[pale garden]].]] | ||
With [[Minecraft:Vibrant Visuals]] and [[Minecraft:ray tracing]], an additional | With [[Minecraft:Vibrant Visuals]] and [[Minecraft:ray tracing]], an additional dynamic fog is applied on top of regular fog settings. Volumetric fog has strong effect on how [[Minecraft:light]] behaves, which can be faded out, make the fog glow, or scatter into light shafts. It is applied in the air, with varying densities depending on the biome, and underwater, colored bright blue. At Y=320 and higher, volumetric fog is not rendered. | ||
Volumetric fog uses the color from the regular fog, which uses the color and illumination from atmospherics and lighting. Depending on the biome, it further scatters in unique colors, or can absorb some light. | |||
With Vibrant Visuals, fog in water and air can affect how light shafts behave with the [https://glossary.ametsoc.org/wiki/Henyey-greenstein_phase_function Henyey-Greenstein G phase function]. | With Vibrant Visuals, fog in water and air can affect how light shafts behave with the [https://glossary.ametsoc.org/wiki/Henyey-greenstein_phase_function Henyey-Greenstein G phase function]. The strength varies from biome to biome. | ||
Color grading makes all types of fog appear in different colors for each biome. The fog is barely visible at night, strong and orange/red at sunrise and sunset, brighter yellow when the sun is higher, and less strong at noon. | |||
<gallery> | <gallery> | ||
File:Vibrant Visuals sun beams.png|The red volumetric fog at sunrise with Vibrant Visuals. | File:Vibrant Visuals sun beams.png|The red volumetric fog at sunrise with Vibrant Visuals. | ||
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** Absorption: 0.042, 0.137, 0.012 | ** Absorption: 0.042, 0.137, 0.012 | ||
** Henyey-Greenstein G: 0.3 | ** Henyey-Greenstein G: 0.3 | ||
* {{BiomeLink|Pale Garden}}: | * {{BiomeLink|Pale Garden}} and {{BiomeLink|Sulfur Caves}}:{{upcoming|be 26.30}} | ||
** Density: 0.07 | ** Density: 0.07 | ||
** Scattering: 0.5 for all RGB channels | ** Scattering: 0.5 for all RGB channels | ||
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Mushroom Fields volumetric fog.png|Mushroom fields fog is purple, more noticeable at the glow around the sun and at zenith. | Mushroom Fields volumetric fog.png|Mushroom fields fog is purple, more noticeable at the glow around the sun and at zenith. | ||
Pale Garden volumetric fog.png|Fog in pale gardens is very dense and decreases view distance, but allows light shafts to pass. | Pale Garden volumetric fog.png|Fog in pale gardens is very dense and decreases view distance, but allows light shafts to pass. | ||
Sulfur caves volumetric fog.png|Sulfur caves volumetric fog is similar to the pale garden fog, but appears differently due to the biome's sunlight settings. | |||
Dark Forest volumetric fog.png|Fog in dark forests creates a glow around the sun and more light shafts, while coloring the rest of the sky dull blue. | Dark Forest volumetric fog.png|Fog in dark forests creates a glow around the sun and more light shafts, while coloring the rest of the sky dull blue. | ||
Swamp volumetric fog.png|Fog in swamps fades many objects in the distance with dark green. | Swamp volumetric fog.png|Fog in swamps fades many objects in the distance with dark green. | ||
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=== Blindness and Darkness === | === Blindness and Darkness === | ||
[[File:Blindness fog.png|thumb|Blindness fog]] | [[File:Blindness fog.png|thumb|Blindness fog]] | ||
[[Minecraft:Blindness]] and [[Minecraft:Darkness]] set the fog color to pure black | [[Minecraft:Blindness]] and [[Minecraft:Darkness]] set the fog color to pure black, also hiding the sky and its objects. Except for the Overworld air fog, it uses the regular colors with Vibrant Visuals. The sight distance with Blindness is 5 blocks, while the sight distance with Darkness is 15 blocks. Both Blindness- and Darkness-caused fog fade out when the effect ends, while Darkness fog also fades in. | ||
Blindness has a higher priority than Darkness. The two effects do not work if the camera is in lava or powder snow. | Blindness has a higher priority than Darkness. The two effects do not work if the camera is in lava or powder snow. | ||
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If the entity has no Darkness or Blindness effect, [[Minecraft:Night Vision]] makes the color of air fog, weather fog, lava fog, and powder snow fog brighter outside Vibrant Visuals, except the regular air fog at day in the Overworld. | If the entity has no Darkness or Blindness effect, [[Minecraft:Night Vision]] makes the color of air fog, weather fog, lava fog, and powder snow fog brighter outside Vibrant Visuals, except the regular air fog at day in the Overworld. | ||
=== | === Ender dragon === | ||
{{Exclusive|java|section=1}}{{In development|bedrock|3=26.30|section=1}} | {{Exclusive|java|section=1}}{{In development|bedrock|3=26.30|section=1}} | ||
If the player is in a dimension where there's an [[Minecraft:Ender Dragon|ender dragon]] boss event, the sight distance in the render distance fog (not water, lava, powder snow fog) is half of the rendering distance, and the maximum sight distance is 96 blocks | [[File:Ender dragon fog.png|thumb|The shorter ender dragon fog]] | ||
If the player is in a dimension where there's an [[Minecraft:Ender Dragon|ender dragon]] boss event, the sight distance in the render distance fog (not water, lava, powder snow fog) is half of the rendering distance, and the maximum sight distance is 96 blocks, similar to Nether fog. | |||
=== Height === | === Height === | ||
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** Clouds are faded by themselves (except on Simple graphics), which depends on the cloud range setting or render distance. | ** Clouds are faded by themselves (except on Simple graphics), which depends on the cloud range setting or render distance. | ||
** The End sky is also not faded by water and lava fog. It is slightly transparent in ''Bedrock Edition'', making fog visible through the texture. | ** The End sky is also not faded by water and lava fog. It is slightly transparent in ''Bedrock Edition'', making fog visible through the texture. | ||
*The [[Minecraft:sky]] box is also not affected by air and weather fog but it is gradually faded until 7° above the horizon where it gets fully transparent. | *The classic [[Minecraft:sky]] box is also not affected by air and weather fog but it is gradually faded until 7° above the horizon where it gets fully transparent. | ||
*[[Minecraft:Lightning]] | *[[Minecraft:Lightning]] | ||
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* [[Minecraft:Charged creeper]] armor<ref>{{bug|MC-279051}}</ref> | * [[Minecraft:Charged creeper]] armor<ref>{{bug|MC-279051}}</ref> | ||
* [[Minecraft:Wither]] anti-projectile armor<ref>{{bug|MC-279052}}</ref> | * [[Minecraft:Wither]] anti-projectile armor<ref>{{bug|MC-279052}}</ref> | ||
* [[Minecraft:Water]] with [[Minecraft:Vibrant Visuals]]. | * [[Minecraft:Water]] with [[Minecraft:Vibrant Visuals]]. The tint from underwater fog and reflections are faded at the edge of the render distance, but the MERS texture not. | ||
* Objects underwater with Vibrant Visuals are not faded by lava fog. | |||
* [[Minecraft:Entity]] shadows on Fancy graphics{{Only|be|short=1}} | * [[Minecraft:Entity]] shadows on Fancy graphics{{Only|be|short=1}} | ||
In addition, the beams emitted by [[Minecraft:beacon]]s and [[Minecraft:end gateway]]s use an outdated | In addition, the beams emitted by [[Minecraft:beacon]]s and [[Minecraft:end gateway]]s use an outdated planar fog boundary, rather than the modern cylinder shape.<ref>{{bug|MC-279049}}, {{bug|MC-279050}}</ref> The intended behavior may be for beacon beams to be unaffected by fog, at least of certain types and in some directions.<ref>{{bug|MC-231123}}</ref> | ||
When these objects are in conjunction with objects that are faded by fog (like blocks) fully take on the fog's color while the other objects, like the sky, do not, making them easily distinguishable. | When these objects are in conjunction with objects that are faded by fog (like blocks) fully take on the fog's color while the other objects, like the sky, do not, making them easily distinguishable. | ||
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* <code>minecraft:fog_[[Minecraft:Deep Frozen Ocean|deep_frozen_ocean]]</code> | * <code>minecraft:fog_[[Minecraft:Deep Frozen Ocean|deep_frozen_ocean]]</code> | ||
* <code>minecraft:fog_[[Minecraft:Deep Lukewarm Ocean|deep_lukewarm_ocean]]</code> | * <code>minecraft:fog_[[Minecraft:Deep Lukewarm Ocean|deep_lukewarm_ocean]]</code> | ||
* <code>minecraft:fog_[[Minecraft:Deep Cold Ocean| | * <code>minecraft:fog_[[Minecraft:Deep Cold Ocean|deep_ocean]]</code> | ||
* <code>minecraft:fog_[[Minecraft:Deep Warm Ocean|deep_warm_ocean]]</code> | * <code>minecraft:fog_[[Minecraft:Deep Warm Ocean|deep_warm_ocean]]</code> | ||
* <code>minecraft:fog_default</code> (used by [[Minecraft:Old Growth Birch Forest|old growth birch forest]], [[Minecraft:Tall Birch Hills|tall birch hills]], [[Minecraft:Deep Dark|deep dark]], [[Minecraft:Dripstone Caves|dripstone caves]], [[Minecraft:grove]], [[Minecraft:meadow]], [[Minecraft:Shattered Savanna Plateau|shattered savanna plateau]], [[Minecraft:Snowy Slopes|snowy slopes]], and [[Minecraft:Stony Peaks|stony peaks]]) | * <code>minecraft:fog_default</code> (used by [[Minecraft:Old Growth Birch Forest|old growth birch forest]], [[Minecraft:Tall Birch Hills|tall birch hills]], [[Minecraft:Deep Dark|deep dark]], [[Minecraft:Dripstone Caves|dripstone caves]], [[Minecraft:grove]], [[Minecraft:meadow]], [[Minecraft:Shattered Savanna Plateau|shattered savanna plateau]], [[Minecraft:Snowy Slopes|snowy slopes]], and [[Minecraft:Stony Peaks|stony peaks]]) | ||
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* <code>minecraft:fog_[[Minecraft:soulsand_valley]]</code> | * <code>minecraft:fog_[[Minecraft:soulsand_valley]]</code> | ||
* <code>minecraft:fog_[[Minecraft:stone_beach]]</code> | * <code>minecraft:fog_[[Minecraft:stone_beach]]</code> | ||
* <code>minecraft:fog_[[Minecraft:Sulfur Caves|sulfur_caves]]</code> | |||
* <code>minecraft:fog_[[Minecraft:Sunflower Plains|sunflower_plains]]</code> | * <code>minecraft:fog_[[Minecraft:Sunflower Plains|sunflower_plains]]</code> | ||
* <code>minecraft:fog_[[Minecraft:swampland]]</code> | * <code>minecraft:fog_[[Minecraft:swampland]]</code> | ||
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=== ''Java Edition'' === | === ''Java Edition'' === | ||
{{HistoryTable | {{HistoryTable | ||
|{{HistoryLine|java pre-classic}} | |||
|{{HistoryLine||Cave game tech test|Shadowed surfaces have a thick black fog applied to them.}} | |||
|{{HistoryLine||rd-20090515|Added a subtle white distance fog. It only appears for lit surfaces.}} | |||
|{{HistoryLine|java classic}} | |{{HistoryLine|java classic}} | ||
|{{HistoryLine||0.0.12a|Added water and lava fog. | |{{HistoryLine||0.0.12a|Distance fog is now the same color as the sky. | ||
|Added water and lava fog. | |||
|Lava fog in this version is similar to water fog, except orange in color.}} | |Lava fog in this version is similar to water fog, except orange in color.}} | ||
|{{HistoryLine||0.0.13a|Lava fog is now redder and appears much closer to the player.}} | |{{HistoryLine||0.0.13a|Lava fog is now redder and appears much closer to the player.}} | ||
|{{HistoryLine||0.0.14a| | |{{HistoryLine||0.0.14a|Distance fog is now affected by render distance.}} | ||
|{{HistoryLine||0.0.14a_08| | |{{HistoryLine||0.0.14a_08|Shadowed surfaces no longer have a thick black fog applied to them. | ||
|Distance fog is now white again, and is also applied to shadowed surfaces.}} | |||
|{{HistoryLine|java indev}} | |{{HistoryLine|java indev}} | ||
|{{HistoryLine||0.31|dev=20100107-1851|Level themes have been added, which feature different fog colors. | |{{HistoryLine||0.31|dev=20100107-1851|Level themes have been added, which feature different fog colors. | ||
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|{{HistoryLine||1.16.0|dev=beta 1.16.0.51|Added lava resistance fog.}} | |{{HistoryLine||1.16.0|dev=beta 1.16.0.51|Added lava resistance fog.}} | ||
|{{HistoryLine||1.16.200|exp=Caves and Cliffs|dev=beta 1.16.200.52|Added powder snow fog.}} | |{{HistoryLine||1.16.200|exp=Caves and Cliffs|dev=beta 1.16.200.52|Added powder snow fog.}} | ||
|{{HistoryLine||1.21.80|exp=Vibrant Visuals|dev=Preview 1.21.80.25|Added volumetric fog | |{{HistoryLine||1.21.80|exp=Vibrant Visuals|dev=Preview 1.21.80.25|Added volumetric fog in [[Minecraft:Vibrant Visuals]], with new Henyey-Greenstein G light shafts.|Distance fog is now colored by [[Minecraft:atmospherics]] with Vibrant Visuals.}} | ||
|{{HistoryLine||1.21.90|dev=Preview 1.21.90.26|Added [[Minecraft:biome]] configurations for volumetric with Vibrant Visuals, also applied with [[Minecraft:ray tracing]].|Added biome configurations for atmospherics with Vibrant Visuals.}} | |||
|{{HistoryLine|bedrock upcoming}} | |{{HistoryLine|bedrock upcoming}} | ||
|{{HistoryLine||26.30|dev=Preview 26.30.20|Added ender dragon fog.}} | |{{HistoryLine||26.30|dev=Preview 26.30.20|Added ender dragon fog.}} | ||
|{{HistoryLine|||dev=Preview 26.30.27|Added unique air, water, and volumetric fog to [[Minecraft:sulfur caves]].}} | |||
}} | }} | ||
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File:Weak sunset fog.png|Fog during sunset, when the camera is looking sideways from the sun | File:Weak sunset fog.png|Fog during sunset, when the camera is looking sideways from the sun | ||
File:Night fog.png|Fog at nighttime | File:Night fog.png|Fog at nighttime | ||
File:Vibrant Visuals aquifer.png|Dynamic underwater fog with Vibrant Visuals in an aquifer | |||
File:Dark underwater fog VV.png|Underwater fog with Vibrant Visuals when no directional light source is visible, which appears black and cyan. | File:Dark underwater fog VV.png|Underwater fog with Vibrant Visuals when no directional light source is visible, which appears black and cyan. | ||
File:The End air fog.png|Air fog in [[Minecraft:The End (biome)|the End]] fades outer End islands with a dark color, and colors the sky black in ''Bedrock Edition''. | File:The End air fog.png|Air fog in [[Minecraft:The End (biome)|the End]] fades outer End islands with a dark color, and colors the sky black in ''Bedrock Edition''. | ||
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File:Pale Garden air fog.png|Air fog in a [[Minecraft:Pale Garden|pale garden]] | File:Pale Garden air fog.png|Air fog in a [[Minecraft:Pale Garden|pale garden]] | ||
File:Pale Garden weather fog.png|Weather fog in a pale garden is darker gray than regular weather fog. | File:Pale Garden weather fog.png|Weather fog in a pale garden is darker gray than regular weather fog. | ||
File:Sulfur caves air fog.png|Air fog in [[Minecraft:sulfur caves]] | |||
File:Lava resistance fog.png|Lava fog with [[Minecraft:Fire Resistance]] | File:Lava resistance fog.png|Lava fog with [[Minecraft:Fire Resistance]] | ||
File:Powder snow fog.png|[[Minecraft:Powder Snow|Powder snow]] fog | File:Powder snow fog.png|[[Minecraft:Powder Snow|Powder snow]] fog | ||
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File:Transition fog mid.png|Water transition fog after 5 seconds | File:Transition fog mid.png|Water transition fog after 5 seconds | ||
File:Transition fog max.png|Water transition fog after 30 seconds | File:Transition fog max.png|Water transition fog after 30 seconds | ||
File:VV underwater blindness.png|Blindness or Darkness underwater with Vibrant Visuals | |||
File:End Midlands single biome pre-1.18.png|An End [[Minecraft:Single Biome|single biome]] world in the Overworld uses a unique purple fog color in ''Java Edition''. | File:End Midlands single biome pre-1.18.png|An End [[Minecraft:Single Biome|single biome]] world in the Overworld uses a unique purple fog color in ''Java Edition''. | ||
File:Void1.8.png|The void, covered in void fog | File:Void1.8.png|The void, covered in void fog | ||
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File:Desert water fog.png|{{BiomeLink|Desert}} | File:Desert water fog.png|{{BiomeLink|Desert}} | ||
File:Flower Forest water fog.png|{{BiomeLink|Flower Forest}} | File:Flower Forest water fog.png|{{BiomeLink|Flower Forest}} | ||
File:Sulfur caves water fog.png|{{BiomeLink|Sulfur Caves}} | |||
File:Default water fog.png|{{BiomeLink|Old Growth Birch Forest}} (default) | File:Default water fog.png|{{BiomeLink|Old Growth Birch Forest}} (default) | ||
</gallery> | </gallery> | ||
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== Navigation == | == Navigation == | ||
{{Navbox | {{Navbox visuals}} | ||
[[Minecraft:de:Nebel]] | [[Minecraft:de:Nebel]] | ||
Latest revision as of 11:04, 6 June 2026
Fog is a rendering feature intended for obscuring the player's view distance, usually for colored atmospherics or for seamlessly occluding sharp boundaries such as unloaded Minecraft:chunks. While traditionally referring to Minecraft:render distance, there are many other types of fog that can be encountered in-game under specific circumstances.
Fog types
Render distance fog
This refers to fog that is dependent of the Minecraft:render distance, which includes air fog in the Overworld and the End Template:In, or general fog in all dimensions Template:In.
The sight distance in the render distance fog is equal to the render distance, which begins to appear at 92% of the render distance. Objects from the Minecraft:sky are not faded, making it appear in the shape of a cylinder. Its color depends mainly on the Minecraft:biome the camera is in, and is affected by:
- the current day-time in the Overworld:
- At midnight, fog is always dark blue regardless of other colors.
- During sunrise and after sunset, the biome fog color gets gradually mixed with the black.
- When looking in the direction of the sun during sunrise or sunset, the fog gradually turns orange.
- the current Minecraft:sky color, and the render distanceTemplate:Only
- The smaller the render distance, the closer the color of the fog is adjusted to the sky color.
- When the render distance is 32, the color of the fog is not affected by the sky color.
- the current Minecraft:weather
The base fog color in the Overworld is Template:Color Template:In and Template:Color Template:In. In Minecraft:pale gardens, the fog color is Template:Color. In the Minecraft:End, the fog color is Template:Color in Java EditionTemplate:Note and Template:Color in Bedrock Edition.Template:Note Sulfur cavesTemplate:Upcoming use Template:Color.
In Bedrock Edition, a separate type of render distance fog is used during Minecraft:precipitation, known as weather fog. This fog is much denser; it appears at 23% of the render distance and becomes opaque at 70% of the render distance. The base color changes to Template:Color, Template:Color in pale gardens, stays Template:Color in sulfur caves.
Atmospherics
Template:MainTemplate:Exclusive With Minecraft:Vibrant Visuals, the Overworld Minecraft:sky box does not exist and render distance fog entirely replaces its purpose for dynamic atmospherics. Atmospherics have different colors for a zenith and horizon region, which are being illuminated by rayleigh scattering.
The atmospherics constantly change color as the Minecraft:daylight cycle progresses. In general, zenith is blue at daytime and dark blue at nighttime with less rayleigh scattering illuminating it. The horizon has unique shades of purple, pink, blue, orange, brown, and light gray for each part of the daylight cycle, and it is positioned lower at nighttime. Around sunrise and sunset, an additional mie scattering shades the area around the sun with a mix of fog colors and sunlight colors.
Several Minecraft:biomes (as well as the End) have unique atmospherics, including some unique zenith and horizon colors at daytime, brighter night sky colors in warmish biomes, and some use entirely unique colors. Because many biomes also have unique lighting and color grading settings, there are more variations of the final scene. See Template:Slink for all details.
During precipitation, the denser weather fog takes on the same colors as the sky box without Vibrant Visuals, while mie scattering is still applied around the sun. Unlike the classic sky, this is not applied in dry biomes or with a wither.
- During Minecraft:rainfall or Minecraft:snowfall at day: Template:Color for 100%
- During Minecraft:thunderstorms at day: Template:Color blended for 75% with rainfall colors.
- When Minecraft:lightning strikes, the sky flashes multiple times: Template:Color blended for 45% with all previous colors.
Like classic distance fog, it also fades objects near the edge of the render distance with the atmospheric colors. Objects faded by fog are also reflected with the fog.
Environmental fog
Template:ExclusiveThis refers to fog that renders ambiently inside chunks in the Minecraft:OverworldTemplate:Verify that are far away from the player. This type of fog grows in strength at greater distances from the player and does not change with render distance.
Rain fog
Environmental fog grows in strength during Minecraft:precipitation. Rain-based fog becomes weaker when the player is not exposed to as much Minecraft:sky light (sky light is always the same regardless of the weather or Minecraft:daylight cycle). This creates the effect of the fog getting weaker when the player is not in the rain.
Special fog
This refers to fog used in special cases, which does not change with render distance.Template:Verify
Water fog
When the camera is in Minecraft:water, a dedicated fog is applied to simulate this. Underwater fog progressively recedes with time spent underwater. The color and distanceTemplate:Only depends on the Minecraft:biome the camera is in (see Template:Slink for a full list). Template:IN, Minecraft:swamps and Minecraft:mangrove swamps have a thicker fog than most other biomes, which is controlled by the biome Minecraft:tag has_closer_water_fog.
When the camera descends into water, a much thicker initial fog is applied first, with the same color but obscuring the distance at 0.01 blocks, which is blended for 25% with regular fog at the start. The transition fog slowly disappears, being blended for 60% at 5 seconds and removed at 30 seconds.
Vibrant Visuals modifies underwater fog by brightening it more at the top and bottom of the sphere, while it appears almost black in horizontal directions. It is illuminated by directional lighting, and looking at a lit area when the camera is in the dark dynamically brightens it where light falls down.
Lava fog
When the camera is in Minecraft:lava, an even thicker fog is applied. Its color is Template:Color. With this fog, normally the player can see only 1 block away. The Minecraft:Fire Resistance effect can mitigate the fog so that the sight distance becomes 3 blocks. In Minecraft:Spectator mode, the fog is even less opaque to reveal objects located within up to half the render distance.
Powder snow fog
Being beneath Minecraft:powder snow imparts another fog. Its color is Template:Color. With this fog, normally the player can see only 2 blocks away. In Minecraft:Spectator mode, the fog becomes thinner so that things within half of the render distance are visible.
Powder snow fog is illuminated by directional lighting with Vibrant Visuals.
Nether fog
Sky and weather fog in Minecraft:Nether biomes has a specified range of blocks and does not change with the render distance, like other types of sky and weather fog. It begins to appear at 10 blocks and becomes opaque at 96 blocks. The color depends on the Minecraft:biome, which is Template:Color in Nether wastes, Template:Color in warped forests, Template:Color in crimson forests, Template:Color in soul sand valleys, and Template:Color in basalt deltas.
With Vibrant Visuals, this fog uses the tint from the biome's atmospherics as well, although it simulates the same colors by illuminating them with rayleigh scattering.
Template:IN, the shorter fog distance is created by the dimension effect and does not apply in Nether biomes in other dimensions, while Template:In it is only controlled by the biome.
Volumetric fog
With Minecraft:Vibrant Visuals and Minecraft:ray tracing, an additional dynamic fog is applied on top of regular fog settings. Volumetric fog has strong effect on how Minecraft:light behaves, which can be faded out, make the fog glow, or scatter into light shafts. It is applied in the air, with varying densities depending on the biome, and underwater, colored bright blue. At Y=320 and higher, volumetric fog is not rendered.
Volumetric fog uses the color from the regular fog, which uses the color and illumination from atmospherics and lighting. Depending on the biome, it further scatters in unique colors, or can absorb some light.
With Vibrant Visuals, fog in water and air can affect how light shafts behave with the Henyey-Greenstein G phase function. The strength varies from biome to biome.
Color grading makes all types of fog appear in different colors for each biome. The fog is barely visible at night, strong and orange/red at sunrise and sunset, brighter yellow when the sun is higher, and less strong at noon.
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The red volumetric fog at sunrise with Vibrant Visuals.
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Red fog at sunrise with ray tracing.
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Strong light shafts in a pale garden with ray tracing.
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Volumetric fog applied underwater with Vibrant Visuals.
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Underwater volumetric fog with ray tracing.
Vanilla volumetric fog settings
- Default:
- Density: 0
- Scattering: 0 for all RGB channels
- Absorption: 0 for all RGB channels
- Henyey-Greenstein G: 0.75.
- Biomes: Template:BiomeLink
- Semi-humid:
- Density: 0.05
- Scattering: 0.04 for all RGB channels
- Absorption: 0 for all RGB channels
- Henyey-Greenstein G: 0.6
- Biomes: Template:BiomeLink, Template:BiomeLink, Template:BiomeLink, Template:BiomeLink, Template:BiomeLink, Template:BiomeLink, Template:BiomeLink, Template:BiomeLink, Template:BiomeLink, Template:BiomeLink, Template:BiomeLink, Template:BiomeLink, Template:BiomeLink, Template:BiomeLink, Template:BiomeLink, Template:BiomeLink, Template:BiomeLink
- Humid:
- Density: 0.05
- Scattering: 0.06 for all RGB channels
- Absorption: 0 for all RGB channels
- Henyey-Greenstein G: 0.4
- Biomes: Template:BiomeLink, Template:BiomeLink, Template:BiomeLink, Template:BiomeLink, Template:BiomeLink, Template:BiomeLink, Template:BiomeLink, Template:BiomeLink, Template:BiomeLink
- Template:BiomeLink:
- Density: 0.05
- Scattering: 0.02 for all RGB channels
- Absorption: 0 for all RGB channels
- Henyey-Greenstein G: 0.3
- Template:BiomeLink and Template:BiomeLink:
- Density: 0.05
- Scattering: 0.01 for all RGB channels
- Absorption: 0.042, 0.137, 0.012
- Henyey-Greenstein G: 0.3
- Template:BiomeLink and Template:BiomeLink:Template:Upcoming
- Density: 0.07
- Scattering: 0.5 for all RGB channels
- Absorption: 0.25, 0.125, 0.125
- Henyey-Greenstein G: 0.3
- Template:BiomeLink and Template:BiomeLink:
- Density: 0.05
- Scattering: 0.04 for all RGB channels
- Absorption: 0 for all RGB channels
- Henyey-Greenstein G: 0.75
- Template:BiomeLink and Template:BiomeLink:
- Density: 0.05
- Scattering: 0.06 for all RGB channels
- Absorption: 0.2549019753932953, 0.12995001673698426, 0.18875093758106233
- Henyey-Greenstein G: 0.4
- Template:BiomeLink
- Density: 0.25
- Scattering: 0.02 for all RGB channels
- Absorption: 0 for all RGB channels
- Henyey-Greenstein G: 0.8
Fog modifiers
Blindness and Darkness
Minecraft:Blindness and Minecraft:Darkness set the fog color to pure black, also hiding the sky and its objects. Except for the Overworld air fog, it uses the regular colors with Vibrant Visuals. The sight distance with Blindness is 5 blocks, while the sight distance with Darkness is 15 blocks. Both Blindness- and Darkness-caused fog fade out when the effect ends, while Darkness fog also fades in.
Blindness has a higher priority than Darkness. The two effects do not work if the camera is in lava or powder snow.
Night Vision
If the entity has no Darkness or Blindness effect, Minecraft:Night Vision makes the color of air fog, weather fog, lava fog, and powder snow fog brighter outside Vibrant Visuals, except the regular air fog at day in the Overworld.
Ender dragon
Template:ExclusiveTemplate:In development
If the player is in a dimension where there's an ender dragon boss event, the sight distance in the render distance fog (not water, lava, powder snow fog) is half of the rendering distance, and the maximum sight distance is 96 blocks, similar to Nether fog.
Height
Template:Exclusive
If the world is not a Minecraft:superflat world, and the camera is not in lava and not in powder snow, the brightness becomes power(clamp((y-minY)*0.03125,0.0,1.0)) of the original, which means that the color changes to pure black gradually from minY+32 to minY.
Template:IN, it is instead the Minecraft:sky color which gets darker.
Wither
Template:Exclusive If there is a Minecraft:wither boss event, the color becomes darker and slightly redder.
Objects unaffected by fog
Most things in the world are affected by fog. There are exceptions, most to all of which are presumably unintended:
- Minecraft:Clouds, Minecraft:stars, the Minecraft:sun, Minecraft:moon, Minecraft:End sky, and Minecraft:End flash are not affected by air and weather fog.
- Clouds are faded by themselves (except on Simple graphics), which depends on the cloud range setting or render distance.
- The End sky is also not faded by water and lava fog. It is slightly transparent in Bedrock Edition, making fog visible through the texture.
- The classic Minecraft:sky box is also not affected by air and weather fog but it is gradually faded until 7° above the horizon where it gets fully transparent.
- Minecraft:Lightning
- The Minecraft:world border<ref>Template:Bug</ref>Template:Only
- Render distance fog is not used for the world border. It uses its own draw distance algorithm, which introduces inconsistencies.<ref>Template:Bug</ref> It being unaffected by fog is mainly visible via water, lava, powder fog, blindness and darkness fog.
- Chunk border lines<ref>Template:Bug, Template:Bug</ref>Template:Only
- The Minecraft:core shader used for rendering these differs only from the normal shader used for translucent blocks in that it ignores fog. It is unknown if this was done intentionally, or is an oversight.
- Minecraft:Charged creeper armor<ref>Template:Bug</ref>
- Minecraft:Wither anti-projectile armor<ref>Template:Bug</ref>
- Minecraft:Water with Minecraft:Vibrant Visuals. The tint from underwater fog and reflections are faded at the edge of the render distance, but the MERS texture not.
- Objects underwater with Vibrant Visuals are not faded by lava fog.
- Minecraft:Entity shadows on Fancy graphicsTemplate:Only
In addition, the beams emitted by Minecraft:beacons and Minecraft:end gateways use an outdated planar fog boundary, rather than the modern cylinder shape.<ref>Template:Bug, Template:Bug</ref> The intended behavior may be for beacon beams to be unaffected by fog, at least of certain types and in some directions.<ref>Template:Bug</ref>
When these objects are in conjunction with objects that are faded by fog (like blocks) fully take on the fog's color while the other objects, like the sky, do not, making them easily distinguishable.
Custom fogs
Template:ForTemplate:Exclusive The currently active fog settings can be changed with the Template:Cmd command, which has settings for every Minecraft:biome. These fog settings can be customized using Minecraft:resource packs, or new fog settings can be added. When applying a fog setting to a biome, the identifier needs to be specified in the client biome JSON files.
Active fog settings are determined from three aspects:
- Custom fog stack (from Template:Cmd command)
- Fog settings for the current biome
- Default fog setting
Whenever the game needs to get the current fog, it checks the fog settings from these three aspects from the top (the newest fog setting in the fog stack from the command) to the bottom (default fog setting) in order, until it finds a fog definition for the current fog type.
In other words, this is equivalent to that all fog settings from the three aspects are applied one by one from the bottom (default fog setting) to the top (the newest fog setting in the fog stack from the command) in order. The fogs in a fog setting applied later overrides that of earlier fog settings. Each fog type works independently.
Vanilla fog settings
minecraft:fog_bamboo_jungleminecraft:fog_bamboo_jungle_hillsminecraft:fog_basalt_deltasminecraft:fog_Minecraft:beachminecraft:fog_birch_forestminecraft:fog_birch_forest_hillsminecraft:fog_cherry_groveminecraft:fog_Minecraft:cold_beachminecraft:fog_cold_oceanminecraft:fog_Minecraft:cold_taigaminecraft:fog_Minecraft:cold_taiga_hillsminecraft:fog_cold_taiga_mutatedminecraft:fog_crimson_forestminecraft:fog_deep_cold_oceanminecraft:fog_deep_frozen_oceanminecraft:fog_deep_lukewarm_oceanminecraft:fog_deep_oceanminecraft:fog_deep_warm_oceanminecraft:fog_default(used by old growth birch forest, tall birch hills, deep dark, dripstone caves, Minecraft:grove, Minecraft:meadow, shattered savanna plateau, snowy slopes, and stony peaks)minecraft:fog_Minecraft:desertminecraft:fog_desert_hillsminecraft:fog_dry(used by desert lakes, frozen peaks, jagged peaks, legacy frozen ocean, modified badlands plateau, and modified wooded badlands plateau)minecraft:fog_Minecraft:extreme_hillsminecraft:fog_Minecraft:extreme_hills_edgeminecraft:fog_Minecraft:extreme_hills_mutatedminecraft:fog_Minecraft:extreme_hills_plus_treesminecraft:fog_Minecraft:extreme_hills_plus_trees_mutatedminecraft:fog_flower_forestminecraft:fog_Minecraft:forestminecraft:fog_Minecraft:forest_hillsminecraft:fog_frozen_oceanminecraft:fog_frozen_riverminecraft:fog_Minecraft:hellminecraft:fog_humid(used by modified jungle edge)minecraft:fog_Minecraft:ice_mountainsminecraft:fog_Minecraft:ice_plainsminecraft:fog_Minecraft:ice_plains_spikesminecraft:fog_Minecraft:jungleminecraft:fog_Minecraft:jungle_edgeminecraft:fog_jungle_hillsminecraft:fog_jungle_mutatedminecraft:fog_lukewarm_oceanminecraft:fog_mangrove_swampminecraft:fog_Minecraft:mega_spruce_taigaminecraft:fog_mega_spruce_taiga_mutatedminecraft:fog_Minecraft:mega_taigaminecraft:fog_Minecraft:mega_taiga_hillsminecraft:fog_mega_taiga_mutated(unused)minecraft:fog_Minecraft:mesaminecraft:fog_Minecraft:mesa_bryceminecraft:fog_mesa_mutated(unused)minecraft:fog_Minecraft:mesa_plateauminecraft:fog_Minecraft:mesa_plateau_stoneminecraft:fog_Minecraft:mushroom_islandminecraft:fog_Minecraft:mushroom_island_shoreminecraft:fog_Minecraft:oceanminecraft:fog_pale_gardenminecraft:fog_Minecraft:plainsminecraft:fog_powder_snowminecraft:fog_Minecraft:riverminecraft:fog_Minecraft:roofed_forestminecraft:fog_roofed_forest_mutatedminecraft:fog_Minecraft:savannaminecraft:fog_Minecraft:savanna_mutatedminecraft:fog_savanna_plateauminecraft:fog_semi_humid(used by giant spruce taiga hills and old growth spruce taiga)minecraft:fog_Minecraft:soulsand_valleyminecraft:fog_Minecraft:stone_beachminecraft:fog_sulfur_cavesminecraft:fog_sunflower_plainsminecraft:fog_Minecraft:swamplandminecraft:fog_swampland_mutatedminecraft:fog_Minecraft:taigaminecraft:fog_taiga_hillsminecraft:fog_taiga_mutatedminecraft:fog_the_endminecraft:fog_warm_oceanminecraft:fog_warped_forest
Void fog
In prior versions of Java Edition (specifically Beta 1.8 Pre-release through Minecraft:14w34b inclusive, up to its removal in Minecraft:14w34c), a thick black fog was introduced. As the player descended below Y=26, this fog would start to appear. As the player traveled deeper, the fog at the edge of the render distance would become closer until the player reached the first layers of Minecraft:bedrock, where visibility was reduced to just a few blocks, beyond which was complete darkness similar to the Minecraft:Blindness effect. The gray void particles started appearing below Y=7, as well as in the void.
The existence of this fog depended on a lack of sky lighting. If vent holes were opened up to allow skylight to enter an otherwise secluded underground space, void fog would no longer be present, so long as the player kept near this skylight source.
Void fog was removed late into 1.8's development for performance reasons and general community distaste.<ref>Template:Tweet</ref>
-
A player's view limit would decrease with depth.
History
Java Edition
Bedrock Edition
Legacy Console Edition
Issues
Gallery
Screenshots
-
Fancy fog setting
-
Fast fog setting
-
Fog during sunset, when the camera is looking near the sun
-
Fog during sunset, when the camera is looking sideways from the sun
-
Fog at nighttime
-
Dynamic underwater fog with Vibrant Visuals in an aquifer
-
Underwater fog with Vibrant Visuals when no directional light source is visible, which appears black and cyan.
-
Air fog in the End fades outer End islands with a dark color, and colors the sky black in Bedrock Edition.
-
Air fog in Nether wastes
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Air fog in basalt deltas
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Air fog in a crimson forest
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Air fog in a soul sand valley
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Air fog in a warped forest
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Air fog in a pale garden
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Weather fog in a pale garden is darker gray than regular weather fog.
-
Air fog in Minecraft:sulfur caves
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Lava fog with Minecraft:Fire Resistance
-
Powder snow fog
-
Powder snow fog with Vibrant Visuals appears brighter due to directional lighting and color grading.Powder snow fog with Vibrant Visuals appears brighter due to directional lighting and color grading.
-
Water transition fog after 1 second
-
Water transition fog after 5 seconds
-
Water transition fog after 30 seconds
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Blindness or Darkness underwater with Vibrant Visuals
-
An End single biome world in the Overworld uses a unique purple fog color in Java Edition.
-
The void, covered in void fog
Water fog colors in Bedrock Edition
Note: Not all biomes with unique fog colors are shown here.
-
Template:EnvLink (except basalt deltas)
-
Template:BiomeLink (default)
Night Vision fog
-
Sunset fog
-
Sunset fog more near the night
-
Weather fog
-
Pale garden air fog
-
Pale garden weather fog
-
Powder snow fog
-
Lava fog
-
Nether wastes
-
Crimson forest
-
Warped forest
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Soul sand valley
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Basalt deltas
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The EndTemplate:Only
References
Notes
Minecraft:de:Nebel Minecraft:es:Niebla Minecraft:ja:霧 Minecraft:lzh:霧 Minecraft:pt:Neblina Minecraft:zh:迷雾