Minecraft:Fog
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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, and the shape is a cylinder, which begins to appear at 92% of the render distance. Its color depends mainly on the Minecraft:biome the camera is in, and is affected by:
- the current day-time, and the effect the dimension uses
- For the Overworld effect, the brightness of the color changes with the Minecraft:daylight cycle:
- 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.
- For the Nether effect, the brightness of the color is not affected by day time.
- For the End effect, the brightness of the color does not change with day time, but is 15% of the biome fog color.
- For the Overworld effect, the brightness of the color changes with the Minecraft:daylight cycle:
- 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
With Minecraft:Vibrant Visuals, air fog does not have a color and instead global directional light sources affect its appearance, depending on the rayleigh scattering and mie scattering. Both change according to the time of day and biome, and they have different values for the horizon and zenith.
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, or Template:Color in pale gardens.
Environmental fog
This 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.
Water fog
When the camera is in Minecraft:water, a dedicated fog in the shape of a cylinder 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.
Lava fog
When the camera is in Minecraft:lava, an even thicker fog in the shape of a sphere 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 in the shape of a sphere. 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.
Nether fog
Template:IN, 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. In the shape of a sphere, 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.
Volumetric fog
With Minecraft:Vibrant Visuals and Minecraft:ray tracing, an additional type of 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. The fog types used for volumetric fog are the same as all other fogs (sky, weather, water, lava, lava resistance). At Y=320 and higher, volumetric fog is not rendered.
All types of fog can scatter or absorb different colors light while it travels through air, Minecraft:clouds, or water objects, which can provide additional colors for these objects.
With Vibrant Visuals, fog in water and air can affect how light shafts behave with the Henyey-Greenstein G phase function.
The density, scattering, absorption, and Henyey-Greenstein G values for air fog are different for some biomes. Additionaly, color grading makes all types of fog appear in different colors for each biome. Fog is not 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:
- 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 in the shape of a sphere. 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.
Nether and 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. The shape becomes a sphere.
Template:IN, this is also how Nether fog is rendered.
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 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. Underwater fog is faded at the edge of the render distance, but the MERS texture not.
- Minecraft:Entity shadows on Fancy graphicsTemplate:Only
In addition, the beams emitted by Minecraft:beacons and Minecraft:end gateways use an outdated spherical 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_cold_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_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>
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A player's view limit would decrease with depth.
History
Java Edition
Bedrock Edition
Legacy Console Edition
Issues
Gallery
Screenshots
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Fancy fog setting
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Fast fog setting
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Fog during sunset, when the camera is looking near the sun
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Fog during sunset, when the camera is looking sideways from the sun
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Fog at nighttime
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Underwater fog with Vibrant Visuals when no directional light source is visible, which appears black and cyan.
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Air fog in the End fades outer End islands with a dark color, and colors the sky black in Bedrock Edition.
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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.
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Lava fog with Minecraft:Fire Resistance
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Powder snow fog
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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.
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Water transition fog after 1 second
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Water transition fog after 5 seconds
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Water transition fog after 30 seconds
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An End single biome world in the Overworld uses a unique purple fog color in Java Edition.
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The void, covered in void fog
Water fog colors in Bedrock Edition
Note: Not all biomes with unique fog colors are shown here.
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Template:EnvLink (except basalt deltas)
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Template:BiomeLink (default)
Night Vision fog
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Sunset fog
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Sunset fog more near the night
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Weather fog
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Pale garden air fog
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Pale garden weather fog
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Powder snow fog
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Lava fog
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Nether wastes
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Crimson forest
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Warped forest
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Soul sand valley
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Basalt deltas
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The EndTemplate:Only
References
Notes
Template:Navbox dimension effects Template:Navbox environment
Minecraft:de:Nebel Minecraft:es:Niebla Minecraft:ja:霧 Minecraft:lzh:霧 Minecraft:pt:Neblina Minecraft:zh:迷雾