Minecraft:Fog definition: Difference between revisions
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{{Exclusive|bedrock}} | {{MC/Exclusive|bedrock}} | ||
Fog settings are stored as JSON files in a resource pack in the {{File|directory|fogs|inline=1}} directory. Multiple fog settings can be created and each [[Minecraft:biome]] can be assigned a fog setting in the client biome JSON files. Fog settings can also be applied with the {{MC/Cmd|fog}} command, which will override the biome fog settings. | |||
All fog settings are optional, if not specified they will equal to lower settings in the fog stack, first data default values and then hardcoded values. Default fog settings can be specified in the <code>biomes_client.json</code> file which will overwrite all fog settings that are not specified in the resource pack. | All fog settings are optional, if not specified they will equal to lower settings in the fog stack, first data default values and then hardcoded values. Default fog settings can be specified in the <code>biomes_client.json</code> file which will overwrite all fog settings that are not specified in the resource pack. | ||
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== JSON format == | == JSON format == | ||
<div class="treeview"> | <div class="treeview"> | ||
* {{ | * {{MC/Nbt|compound}} The root tag | ||
** {{ | ** {{MC/Nbt|string|format_version}}: The 3-part schema version used in the file, usually <code>1.16.110</code> or <code>1.21.90</code>. | ||
** {{ | ** {{MC/Nbt|compound|minecraft:fog_settings}} | ||
*** {{ | *** {{MC/Nbt|compound|description}} | ||
**** {{ | **** {{MC/Nbt|string|identifier}}: The identifier for these settings, which can be specified in the {{File|file|''biome''.client_biome.json|inline=1}} files. Must include a namespace. For a full list of vanilla identifiers that are applied to biomes, see {{Slink|Fog|Vanilla fog settings}}. | ||
*** {{ | *** {{MC/Nbt|compound|distance}}: The regular fog settings that are always visible. | ||
**** {{ | **** {{MC/Nbt|compound|air}}: Fog settings while the camera is inside [[Minecraft:air]]. | ||
***** {{ | ***** {{MC/Nbt|float|fog_start}}: The distance where fog will begin to appear. | ||
***** {{ | ***** {{MC/Nbt|float|fog_end}}: The distance where fog becomes opaque. | ||
***** {{ | ***** {{MC/Nbt|string|render_distance_type}}: The type of measuring used for fog distances. When set to <code>render</code>, the above values are measured in decimals as a percentage of the current render distance. When set to <code>fixed</code>, the above values are measured in blocks and the fog distance does not change with the render distance. | ||
***** {{ | ***** {{MC/Nbt|int array}}{{MC/Nbt|string|fog_color}}: The color of the fog, supports RGB array or HEX string. | ||
**** {{ | **** {{MC/Nbt|compound|lava}}: Fog settings while the camera is inside [[Minecraft:lava]]. | ||
**** {{ | **** {{MC/Nbt|compound|lava_resistance}}: Fog settings while the camera is inside lava under the Fire Resistance effect. | ||
**** {{ | **** {{MC/Nbt|compound|water}}: Fog settings while the camera is inside [[Minecraft:water]]. | ||
***** {{ | ***** {{MC/Nbt|compound|transition_fog}}: Settings for the transition between fogs when the camera has just entered water. | ||
****** {{ | ****** {{MC/Nbt|compound|init_fog}}: Fog settings for the initial fog applied when the camera has just entered water. | ||
****** {{ | ****** {{MC/Nbt|float|min_percent}}: The minimum progress of fog transition. | ||
****** {{ | ****** {{MC/Nbt|float|mid_seconds}}: The time it takes to reach the <code>mid_percent</code> of fog transition in seconds. | ||
****** {{ | ****** {{MC/Nbt|float|mid_percent}}: The progress of fog transition after the specified seconds. | ||
****** {{ | ****** {{MC/Nbt|float|max_seconds}}: Total amount of time it takes to complete transition in seconds, when the transition fog completely disappears. | ||
**** {{ | **** {{MC/Nbt|compound|weather}}: Fog settings while the camera is inside air during precipitation. | ||
*** {{ | *** {{MC/Nbt|compound|volumetric}}:{{MC/Fn|Only in resource packs with <code>"pbr"</code> capability|name=pbr}} Volumetric fog settings exclusive to [[Minecraft:Vibrant Visuals]] and ray tracing. | ||
**** {{ | **** {{MC/Nbt|compound|density}} | ||
***** {{ | ***** {{MC/Nbt|compound|air}}: Volumetric fog settings while the camera is inside [[Minecraft:air]]. | ||
****** {{ | ****** {{MC/Nbt|float|max_density}}: The multiplier on how much fog disrupts the light, between 0.0 (no fog) and 1.0 (opaque). | ||
****** {{ | ****** {{MC/Nbt|bool|uniform}}: Whether fog density is distributed evenly across all heights. | ||
****** {{ | ****** {{MC/Nbt|float|zero_density_height}}: The height in blocks that fog will begin to appear, when <code>uniform</code> is false. | ||
****** {{ | ****** {{MC/Nbt|float|max_density_height}}: The height in blocks that fog reaches its maximum density value, when <code>uniform</code> is false. | ||
***** {{ | ***** {{MC/Nbt|compound|lava}}: Volumetric fog settings while the camera is inside [[Minecraft:lava]]. | ||
***** {{ | ***** {{MC/Nbt|compound|lava_resistance}}: Volumetric fog settings while the camera is inside lava under the Fire Resistance effect. | ||
***** {{ | ***** {{MC/Nbt|compound|water}}: Volumetric fog settings while the camera is inside [[Minecraft:water]]. | ||
***** {{ | ***** {{MC/Nbt|compound|weather}}: Volumetric fog settings while the camera is inside air during precipitation. | ||
**** {{ | **** {{MC/Nbt|compound|media_coefficients}} | ||
***** {{ | ***** {{MC/Nbt|compound|air}}: Fog effects applied to light when it passes through [[Minecraft:air]]. | ||
****** {{ | ****** {{MC/Nbt|int array}}{{MC/Nbt|string|scattering}}: How much of each RGB color of the light is spread by the fog; supports RGB array or HEX string. | ||
****** {{ | ****** {{MC/Nbt|int array}}{{MC/Nbt|string|absorption}}: How much of each RGB color of the light is absorbed by the fog; supports RGB array or HEX string. | ||
***** {{ | ***** {{MC/Nbt|compound|cloud}}: Fog effects applied to light when it passes through clouds. | ||
***** {{ | ***** {{MC/Nbt|compound|water}}: Fog effects applied to light when it passes through [[Minecraft:water]]. | ||
**** {{ | **** {{MC/Nbt|compound|henyey_greenstein_g}}: Exclusive to [[Minecraft:Vibrant Visuals]], requires format version <code>1.21.90</code>. | ||
***** {{ | ***** {{MC/Nbt|compound|air}} | ||
****** {{ | ****** {{MC/Nbt|float|henyey_greenstein_g}}: Controls the distribution of scattered light in air, between -1.0 and 1.0, defaults to 0.75. Positive values result in forward-scattering while negative values result in backward-scattering. | ||
***** {{ | ***** {{MC/Nbt|compound|water}} | ||
****** {{ | ****** {{MC/Nbt|float|henyey_greenstein_g}}: Controls the distribution of scattered light in water, between -1.0 and 1.0, defaults to 0.6. Positive values result in forward-scattering while negative values result in backward-scattering. | ||
</div>{{Fnlist}} | </div>{{MC/Fnlist}} | ||
== History == | == History == | ||
{{HistoryTable | {{HistoryTable | ||
|{{HistoryLine|bedrock}} | |{{MC/HistoryLine|bedrock}} | ||
|{{HistoryLine||1.16.100|dev=beta 1.16.100.54|Separated fog settings from <code> | |{{MC/HistoryLine||1.16.100|dev=beta 1.16.100.54|Separated fog settings from <code>biomes_client.json</code> in favor of new fog definitions for each biome, with many more customization options.|Added volumetric fog options used for ray tracing.}} | ||
|{{HistoryLine||1.16.200|exp=Caves and Cliffs|dev=beta 1.16.200.52|Added powder snow fog.}} | |{{MC/HistoryLine||1.16.200|exp=Caves and Cliffs|dev=beta 1.16.200.52|Added powder snow fog.}} | ||
|{{HistoryLine||Preview 1.20.60.21|exp=Render Dragon Features for Creators|Added volumetric fog and light shafts to | |{{MC/HistoryLine||Preview 1.20.60.21|exp=Render Dragon Features for Creators|Added volumetric fog and light shafts to deferred lighting.}} | ||
|{{HistoryLine||Preview 1.21.10.20|exp=Render Dragon Features for Creators|Volumetric fog density settings are now supported for | |{{MC/HistoryLine||Preview 1.21.10.20|exp=Render Dragon Features for Creators|Volumetric fog density settings are now supported for weather when a format version of <code>1.21.0</code> or higher is specified.}} | ||
|{{HistoryLine||1.21.90|dev=Preview 1.21.90.20|Added [[Minecraft:Vibrant Visuals]] in stable releases outside of experiments, which allows usage of volumetric fog.}} | |{{MC/HistoryLine||1.21.90|dev=Preview 1.21.90.20|Added [[Minecraft:Vibrant Visuals]] in stable releases outside of experiments, which allows usage of volumetric fog.}} | ||
|{{HistoryLine|||dev=Preview 1.21.90.26|Added <code>henyey_greenstein_g</code> settings to the fog json files, exclusive to [[Minecraft:Vibrant Visuals]].}} | |{{MC/HistoryLine|||dev=Preview 1.21.90.26|Added <code>henyey_greenstein_g</code> settings to the fog json files, exclusive to [[Minecraft:Vibrant Visuals]].}} | ||
}} | }} | ||
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== Navigation == | == Navigation == | ||
{{Navbox resource packs}} | {{MC/Navbox resource packs}} | ||
{{Navbox Bedrock Edition}} | {{MC/Navbox Bedrock Edition}} | ||
Latest revision as of 20:24, 9 April 2026
Script error: No such module "Exclusive".
Fog settings are stored as JSON files in a resource pack in the Template:File directory. Multiple fog settings can be created and each Minecraft:biome can be assigned a fog setting in the client biome JSON files. Fog settings can also be applied with the
- REDIRECT Template:Command
Template:Redr command, which will override the biome fog settings.
All fog settings are optional, if not specified they will equal to lower settings in the fog stack, first data default values and then hardcoded values. Default fog settings can be specified in the biomes_client.json file which will overwrite all fog settings that are not specified in the resource pack.
JSON format
- Template:Nbt/sprite The root tag
- Template:Nbt/sprite format_version: The 3-part schema version used in the file, usually
1.16.110or1.21.90. - Template:Nbt/sprite minecraft:fog_settings
- Template:Nbt/sprite description
- Template:Nbt/sprite identifier: The identifier for these settings, which can be specified in the Template:File files. Must include a namespace. For a full list of vanilla identifiers that are applied to biomes, see Template:Slink.
- Template:Nbt/sprite distance: The regular fog settings that are always visible.
- Template:Nbt/sprite air: Fog settings while the camera is inside Minecraft:air.
- Template:Nbt/sprite fog_start: The distance where fog will begin to appear.
- Template:Nbt/sprite fog_end: The distance where fog becomes opaque.
- Template:Nbt/sprite render_distance_type: The type of measuring used for fog distances. When set to
render, the above values are measured in decimals as a percentage of the current render distance. When set tofixed, the above values are measured in blocks and the fog distance does not change with the render distance. - Template:Nbt/spriteTemplate:Nbt/sprite fog_color: The color of the fog, supports RGB array or HEX string.
- Template:Nbt/sprite lava: Fog settings while the camera is inside Minecraft:lava.
- Template:Nbt/sprite lava_resistance: Fog settings while the camera is inside lava under the Fire Resistance effect.
- Template:Nbt/sprite water: Fog settings while the camera is inside Minecraft:water.
- Template:Nbt/sprite transition_fog: Settings for the transition between fogs when the camera has just entered water.
- Template:Nbt/sprite init_fog: Fog settings for the initial fog applied when the camera has just entered water.
- Template:Nbt/sprite min_percent: The minimum progress of fog transition.
- Template:Nbt/sprite mid_seconds: The time it takes to reach the
mid_percentof fog transition in seconds. - Template:Nbt/sprite mid_percent: The progress of fog transition after the specified seconds.
- Template:Nbt/sprite max_seconds: Total amount of time it takes to complete transition in seconds, when the transition fog completely disappears.
- Template:Nbt/sprite transition_fog: Settings for the transition between fogs when the camera has just entered water.
- Template:Nbt/sprite weather: Fog settings while the camera is inside air during precipitation.
- Template:Nbt/sprite air: Fog settings while the camera is inside Minecraft:air.
- Template:Nbt/sprite volumetric:<ref name="pbr" group="fn">Only in resource packs with
"pbr"capability</ref> Volumetric fog settings exclusive to Minecraft:Vibrant Visuals and ray tracing.- Template:Nbt/sprite density
- Template:Nbt/sprite air: Volumetric fog settings while the camera is inside Minecraft:air.
- Template:Nbt/sprite max_density: The multiplier on how much fog disrupts the light, between 0.0 (no fog) and 1.0 (opaque).
- Template:Nbt/sprite uniform: Whether fog density is distributed evenly across all heights.
- Template:Nbt/sprite zero_density_height: The height in blocks that fog will begin to appear, when
uniformis false. - Template:Nbt/sprite max_density_height: The height in blocks that fog reaches its maximum density value, when
uniformis false.
- Template:Nbt/sprite lava: Volumetric fog settings while the camera is inside Minecraft:lava.
- Template:Nbt/sprite lava_resistance: Volumetric fog settings while the camera is inside lava under the Fire Resistance effect.
- Template:Nbt/sprite water: Volumetric fog settings while the camera is inside Minecraft:water.
- Template:Nbt/sprite weather: Volumetric fog settings while the camera is inside air during precipitation.
- Template:Nbt/sprite air: Volumetric fog settings while the camera is inside Minecraft:air.
- Template:Nbt/sprite media_coefficients
- Template:Nbt/sprite air: Fog effects applied to light when it passes through Minecraft:air.
- Template:Nbt/spriteTemplate:Nbt/sprite scattering: How much of each RGB color of the light is spread by the fog; supports RGB array or HEX string.
- Template:Nbt/spriteTemplate:Nbt/sprite absorption: How much of each RGB color of the light is absorbed by the fog; supports RGB array or HEX string.
- Template:Nbt/sprite cloud: Fog effects applied to light when it passes through clouds.
- Template:Nbt/sprite water: Fog effects applied to light when it passes through Minecraft:water.
- Template:Nbt/sprite air: Fog effects applied to light when it passes through Minecraft:air.
- Template:Nbt/sprite henyey_greenstein_g: Exclusive to Minecraft:Vibrant Visuals, requires format version
1.21.90.- Template:Nbt/sprite air
- Template:Nbt/sprite henyey_greenstein_g: Controls the distribution of scattered light in air, between -1.0 and 1.0, defaults to 0.75. Positive values result in forward-scattering while negative values result in backward-scattering.
- Template:Nbt/sprite water
- Template:Nbt/sprite henyey_greenstein_g: Controls the distribution of scattered light in water, between -1.0 and 1.0, defaults to 0.6. Positive values result in forward-scattering while negative values result in backward-scattering.
- Template:Nbt/sprite air
- Template:Nbt/sprite density
- Template:Nbt/sprite description
- Template:Nbt/sprite format_version: The 3-part schema version used in the file, usually
<references group="fn"></references>
History
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