Screen effects

Screen effects encompass a variety of effects applied alongside or beneath the heads-up display as augmentations to the player's point of view as a method of conveying further information about a player's current state.

Suffocation
This effect manifests when an applicable mob's eye level intersects specific blocks; generally those which are full solid cubes and block both vision and movement, with the exception of ice.

$$ this effect involves a darkened version of the block texture covering the entire area of the screen.

$$, the block's texture is instead arranged into a cube, and this cube is fixed around the player's point of view. This is the case regardless of the player's placement inside the block; they can be at the very edge of it (such that their view is partially outside of it and the outside texture is clearly visible) and they will still be rendered as if at the exact center of the cube.

On fire
When the player is on fire, this effect is applied to the screen. This is caused by being inside of fire or lava (even in Creative mode, although not in Spectator), after exiting such a block (except in Creative/Spectator), or being set on fire through the attack of a burning mob or a burning arrow.

This overlay will always display as fire, even if the player in question is inside of soul fire.

$$ this effect involves two intersecting texture planes being rendered across the bottom half of the screen with the fire texture.

$$, a single fire texture is stretched across the bottom two-thirds of the screen.

Nether portal
''Note: this section discusses the nether portal texture overlay. The nether portal/nausea effect is discussed in the Distortion effect/Distortion overlay sections.''

When the player is inside of a nether portal, this effect is applied to the screen. It always coincides with either the distortion effect and/or its overlay.

$$ this effect involves the nether portal texture being stretched across the entirety of the screen.

$$, the texture is instead arranged into a cube, fixed around the player's point of view much like the suffocation effect.