Note: probably has a proper name somewhere in the code. However, for now, the feature
Tints are applied to several blocks, items and particles in order to display a much wider array of possibilities than would be possible with a raw unmodified texture without the need for potentially millions of distinct files.
Types
Blocks
Grass
Grass blocks have several gray parts on the texture. These are colored later when rendering, depending on what biome the block exists in. Grass, Vines and fern are rendered similarly.
Leaves
Oak, jungle, acacia and dark oak leaves also change color under very similar conditions to grass, although the color used is usually different.
Water
Water (in a cauldron[Java Edition only] or as a fluid itself) is also affected by a biome-specific tint. It varies less from biome to biome than foliage.[Java Edition only]
Potion cauldrons
These probably also use a tint.
Stems
Pumpkin stems and melon stems also use gray textures by default, which are then colored depending on their age.
Redstone
Redstone wire has various different power levels it can be in. The higher the power, the brighter red it is, with its off state being a dark almost brownish-red.
Constant tints
Birch and spruce leaves do not change color depending on biome, instead applying a constant color tint at all times. Why this is done instead of simply having a colored texture with no tint applied is unknown.
Lily pads also use constant coloring in a similar way.
Items
Spawn eggs
Spawn eggs have two distinct colors to each of them.
Potions
Potions (and likewise, splash potions and lingering potions) also have colors applied to a white texture. This color can be defined to be anything through commands.
Other
Particles
Alongside potion particles, several other particles are stored as gray textures with colors applied to them after the fact. Notable examples are the various different dripping particles (water, lava, honey, crying obsidian), critical hit (which has a white texture but an unknown orange tint is later applied), and magic crit (same).
Commands can be used to set the colors of some but not all particles.
Experience orbs
Experience orb textures are mostly white/grey/red - a gradient is applied afterwards to make them green and yellow.
Sky and fog color
Depending on the temperature of the biome, sky colors vary slightly, with colder biomes having more purple skies.
Sky color from left to right: warm, temperate, cold, snowy.
Worldborder
The World border in Java Edition has several tints. A blue tint is applied if the border is stationary. If expanding, the world border takes on a green hue. If the world border is shrinking, the world border turns red. In the Nether, the worldborder is always red no matter if it is expanding, stationary, or shrinking. The worldborder becomes more opaque the closer the player is to the border and more difficult to visibly see if the player if further away (5, 6 chunks away). Fluids are not affected however by visibility.
Biome tints
Reason: Grass color does not change with height, the formula uses the plain values for temperature and downfall defined in each biome's .java file. Also rewrite to use MC variable names.
Biome colors template for Java Edition 1.7.2 and above.
grass.png
foliage.png
swamp_foliage.png in bedrock resource. All surface filled with #6A7039.
The temperature and rainfall values of a biome are used when determining the colors of a small selection of blocks: grass, grass blocks, some leaves, vines, sugar cane, and other features such as water and the sky. Blocks such as mossy cobblestone, mossy stone bricks and the stems of flowers are not affected by biome coloration.[1]
A biome's rainfall value is typically a value from 0.0 to 1.0, and - as stated on another page - a biome's temperature starts at a given value at sea level (e.g. 2.0 for Desert or -0.5 for Snowy Taiga) and decreases by 0.00166667 for each meter above sea level.
Biome grass and foliage colors are selected from two 256×256 colormap images: grass.png and foliage.png. Both colormaps, shown to the right, can be found in assets\minecraft\textures\colormap[JE only]textures\colormap[BE only]. The grass.png colormap sets the colors for the grass block top and sides (along with other types of grass, such as tall grass, ferns, double tall grass, etc.). Meanwhile, the foliage.png colormap sets the colors for tree leaves (with the exception of spruce and birch).
Biome colormaps use a triangular gradient by default. However, only the colors in the lower-left half of the image are used, even though the upper-right side of foliage.png is colored. Furthermore, as shown in the template image to the left, a select few pixels are considered when the colormap is read by the game, and are determined by the code below.
The adjusted temperature and adjusted rainfall values (recognized as AdjTemp and AdjRainfall in the code, respectively) are used when determining the biome color to select from the colormap. Treating the bottom-right corner of the colormap as Temperature = 0.0 and Rainfall = 0.0, the adjusted temperature increases to 1.0 along the X-axis, and the adjusted rainfall increases to 1.0 along the Y-axis. The values used to retrieve the colors are computed as follows:
AdjTemp = clamp( Temperature, 0.0, 1.0 ) AdjRainfall = clamp( Rainfall, 0.0, 1.0 ) * AdjTemp
"clamp" limits the range of the temperature and rainfall to 0.0-1.0. The clamped rainfall value is then multiplied by the 0.0-1.0 adjusted temperature value, bringing its value to be inside the lower left triangle. Some biomes' ranges are shown in the template above; the multiplication makes all the line segments point toward the lower right corner.
At borders between or among biomes, the colors of the block and its eight neighbors are computed and the average is used for the final block color.
The exact temperature and rainfall values for biomes can be found in various projects, e.g. this biome code.
Biome tints are also visible on maps.[Bedrock Edition only][2]
Hard-coded colors
Certain biome colors are hard-coded, which means they are locked into the Minecraft code and are not retrievable from any texture file. Thus, they cannot be modified without the use of external tools, such as MCPatcher/OptiFine, that support the use of custom colormaps.
Swamp color
Swamp temperature, which starts at 0.8, is not affected by altitude. Rather, a Perlin noise function is used to gradually vary the temperature of the swamp. When this temperature goes below -0.1, a lush green color is used (
#4C763C) otherwise it is set to a sickly brown (
#6A7039).
Dark forest color
The dark forest biomes' grass color is retrieved normally, using the color
#FEFEFE, then averaged with a dark green color (
#28340A) to produce the final color.
Badlands color
All badlands biomes' grass and foliage have hard-coded colors, which are two tan colors (
#90814D and
#9E814D respectively). These are not modifiable by grass.png and foliage.png, and are unaffected by temperature.
Other colors
Several other biome colors are set into the game and currently require external tools in order to be changed. This includes blocks such as birch and spruce leaves and water (which have a hard-coded overlay set onto them), and other features such as the sky and fog.[more information needed]
Lists of tints
Java Edition
Blocks
Grass
Foliage
Water
These tints apply only to water, and not to its particles; despite the major differences in color in modern versions, this is not a bug.[3]
Stems
pending
Both editions
Redstone
| Power | Color | Renders | |
|---|---|---|---|
| + | |||
| 0 | #4B0000 |
||
| 1 | #6F0000 |
||
| 2 | #790000 |
||
| 3 | #820000 |
||
| 4 | #8C0000 |
||
| 5 | #970000 |
||
| 6 | #A10000 |
||
| 7 | #AB0000 |
||
| 8 | #B50000 |
||
| 9 | #BF0000 |
||
| 10 | #CA0000 |
||
| 11 | #D30000 |
||
| 12 | #DD0000 |
||
| 13 | #E70600 |
||
| 14 | #F11B00 |
||
| 15 | #FC3100 |
||
Constant tints
These do not change depending on biome or any other factor.
Items
Potions
The specific instructions are: add pictures of the three major potion types (preferably without the enchant glint for clarity) of each respective effect (including those which do not exist without special commands, preferably marked as such in the table). and also add particles via EffectSprite
| Potion/Effect | |
|---|---|
| Water bottle | #395FCA |
| Uncraftable potion | #FC00FC |
| Night Vision | #2020A4 |
| Invisibility | #818595 |
| Jump Boost | #23FC4D |
| Fire Resistance | #E89D3B |
| Swiftness | #7EB2CA |
| Slowness | #5C6E83 |
| Turtle Master | JE: #775D64 BE: #586A7F |
| Water Breathing | #2F549C |
| Instant Health | #FC2524 |
| Instant Damage | #440A09 |
| Poison | #4F9632 |
| Regeneration | #D15EAE |
| Strength | #962524 |
| Weakness | #494E49 |
| Luck | #349C00 |
| Slow Falling | #FCF4D5 |
Spawn eggs
| Spawn Egg | ||
|---|---|---|
| Bat Spawn Egg | #4D3F31 |
#0F0F0F |
| Bee Spawn Egg | #F1C744 |
#44251C |
| Blaze Spawn Egg | #FBB501 |
#FCFC80 |
| Cat Spawn Egg | #F4CC91 |
#987458 |
| Cave Spider Spawn Egg | #0C434F |
#AB0E0E |
| Chicken Spawn Egg | #A4A4A4 |
#FC0000 |
| Cod Spawn Egg | #C5AA6C |
#E9C88E |
| Creeper Spawn Egg | #0DAA0B |
#000000 |
| Dolphin Spawn Egg | #233C4E |
#FCFCFC |
| Donkey Spawn Egg | #55463A |
#897768 |
| Drowned Spawn Egg | #92F6DB |
#7B9F67 |
| Elder Guardian Spawn Egg | #D2D0BE |
#767896 |
| Enderman Spawn Egg | #161616 |
#000000 |
| Endermite Spawn Egg | #161616 |
#707070 |
| Evoker Spawn Egg | #989E9E |
#1F1D1A |
| Fox Spawn Egg | #D9B9A2 |
#D06B21 |
| Ghast Spawn Egg | #FCFCFC |
#C0C0C0 |
| Guardian Spawn Egg | #5C8474 |
#F67F31 |
| Hoglin Spawn Egg | #CA7057 |
#616666 |
| Horse Spawn Egg | #C4A17F |
#F3E900 |
| Husk Spawn Egg | #7B7263 |
#EAD097 |
| Llama Spawn Egg | #C4A17F |
#9C6141 |
| Magma Cube Spawn Egg | #350000 |
#FCFC00 |
| Mooshroom Spawn Egg | #A30F10 |
#BABABA |
| Mule Spawn Egg | #1C0200 |
#53341E |
| Ocelot Spawn Egg | #F4E27F |
#584535 |
| Panda Spawn Egg | #EBEBEB |
#1C1C23 |
| Parrot Spawn Egg | #0DAA0B |
#FC0000 |
| Phantom Spawn Egg | #44538D |
#8BFC00 |
| Pig Spawn Egg | #F5A8A5 |
#DF6561 |
| Piglin Spawn Egg | #9C6141 |
#FCF8A7 |
| Piglin Brute Spawn Egg | #5B2B10 |
#FCF8A7 |
| Pillager Spawn Egg | #553037 |
#989E9E |
| Polar Bear Spawn Egg | #F7F7F7 |
#989893 |
| Pufferfish Spawn Egg | #FBB501 |
#FBB501 |
| Rabbit Spawn Egg | #9C6141 |
#754932 |
| Ravager Spawn Egg | #777672 |
#5D514A |
| Salmon Spawn Egg | #A30F10 |
#0E8676 |
| Sheep Spawn Egg | #EBEBEB |
#FCB8B8 |
| Shulker Spawn Egg | #976997 |
#4E3954 |
| Silverfish Spawn Egg | #707070 |
#313131 |
| Skeleton Spawn Egg | #C5C5C5 |
#4A4A4A |
| Skeleton Horse Spawn Egg | #6A6A50 |
#E9E9DC |
| Slime Spawn Egg | #53A33F |
#80C370 |
| Spider Spawn Egg | #352E28 |
#AB0E0E |
| Squid Spawn Egg | #233C4E |
#728B9C |
| Stray Spawn Egg | #637879 |
#E1EEEE |
| Strider Spawn Egg | #9F3537 |
#4E4A4E |
| Trader Llama Spawn Egg | #EEA731 |
#466499 |
| Tropical Fish Spawn Egg | #F46B15 |
#FCFCF4 |
| Turtle Spawn Egg | #EBEBEB |
#00B2B2 |
| Vex Spawn Egg | #7C93A7 |
#ECF1F6 |
| Villager Spawn Egg | #583D34 |
#C18E74 |
| Vindicator Spawn Egg | #989E9E |
#286063 |
| Wandering Trader Spawn Egg | #466499 |
#EEA731 |
| Witch Spawn Egg | #350000 |
#53A33F |
| Wither Skeleton Spawn Egg | #141414 |
#484E4E |
| Wolf Spawn Egg | #DBD7D7 |
#D2B299 |
| Zoglin Spawn Egg | #CA7057 |
#EAEAEA |
| Zombie Spawn Egg | #00B2B2 |
#7B9F67 |
| Zombie Horse Spawn Egg | #325435 |
#9AC686 |
| Zombie Villager Spawn Egg | #583D34 |
#7B9F67 |
| Zombified Piglin Spawn Egg | #EE9696 |
#4D732A |
Inventory tints
The inventory color of the grass is calculated with temperature:0.5 and rainfall:1.0. The result is AdjTemp:0.5, AdjRainfall:0.5, We can get the color(
#7CBD6B) for the middle of center(x:127, y:127) of the grass.png.
These are exclusive to Java Edition; Bedrock Edition instead has pre-tinted textures used for items, distinct from the textures actually used for blocks in placed form (see History of block textures/Non-block textures#Textures used for tinted items). Why this is in the Both editions section is unknown.
- Vines (item).png
Vines
#48B518
Bedrock Edition
Blocks
Water
| Biome | Water Surface Color | Water Fog Color | Water Fog Distance | Water Surface Transparency | Render |
|---|---|---|---|---|---|
| Sunflower Plains | #44AFF5 |
#44AFF5 |
- | - | |
| Desert | #32A598 |
#32A598 |
- | - | |
| Mountains | #007BF7 |
#007BF7 |
- | - | |
| Forest | #1E97F2 |
#1E97F2 |
- | - | |
| Flower Forest | #20A3CC |
#20A3CC |
- | - | |
| Taiga | #287082 |
#287082 |
- | - | |
| Taiga Mountains | #1E6B82 |
#1E6B82 |
- | - | |
| Swamp | #4C6559 |
#4C6559 |
8 | 1.0 | |
| Swamp Hills | #4C6156 |
#4C6156 |
8 | 1.0 | |
| River | #0084FF |
#0084FF |
30 | - | |
| Nether Wastes | #905957 |
#905957 |
- | - | |
| The End | #62529E |
#62529E |
- | - | |
| Frozen River | #185390 |
#185390 |
20 | - | |
| Snowy Tundra | #14559B |
#14559B |
- | - | |
| Snowy Mountains | #1156A7 |
#1156A7 |
- | - | |
| Mushroom Fields | #8A8997 |
#8A8997 |
- | - | |
| Mushroom Field Shore | #818193 |
#818193 |
- | - | |
| Beach | #157CAB |
#157CAB |
60 | - | |
| Desert Hills | #1A7AA1 |
#1A7AA1 |
- | - | |
| Wooded Hills | #056BD1 |
#056BD1 |
- | - | |
| Taiga Hills | #236583 |
#236583 |
- | - | |
| Mountain Edge | #045CD5 |
#045CD5 |
- | - | |
| Jungle | #14A2C5 |
#14A2C5 |
- | - | |
| Jungle Hills | #1B9ED8 |
#1B9ED8 |
- | - | |
| Jungle Edge | #0D8AE3 |
#0D8AE3 |
- | - | |
| Stone Shore | #0D67BB |
#0D67BB |
- | - | |
| Snowy Beach | #1463A5 |
#1463A5 |
50 | - | |
| Birch Forest | #0677CE |
#0677CE |
- | - | |
| Birch Forest Hills | #0A74C4 |
#0A74C4 |
- | - | |
| Dark Forest | #3B6CD1 |
#3B6CD1 |
- | - | |
| Snowy Taiga | #205E83 |
#205E83 |
- | - | |
| Snowy Taiga Hills | #245B78 |
#245B78 |
- | - | |
| Giant Tree Taiga | #2D6D77 |
#2D6D77 |
- | - | |
| Giant Tree Taiga Hills | #286378 |
#286378 |
- | - | |
| Wooded Mountains | #0E63AB |
#0E63AB |
- | - | |
| Savanna | #2C8B9C |
#2C8B9C |
- | - | |
| Savanna Plateau | #2590A8 |
#2590A8 |
- | - | |
| Badlands | #4E7F81 |
#4E7F81 |
- | - | |
| Eroded Badlands | #497F99 |
#497F99 |
- | - | |
| Badlands Plateau | #55809E |
#55809E |
- | - | |
| Ocean | #1787D4 |
#1165B0 |
60 | - | |
| Deep Ocean | #1787D4 |
#1463A5 |
60 | - | |
| Warm Ocean | #02B0E5 |
#0289D5 |
60 | 0.55 | |
| Warm Deep Ocean | #02B0E5 |
#0686CA |
60 | - | |
| Lukewarm Ocean | #0D96DB |
#0A74C4 |
60 | - | |
| Lukewarm Deep Ocean | #0D96DB |
#0E72B9 |
60 | - | |
| Cold Ocean | #2080C9 |
#14559B |
60 | - | |
| Cold Deep Ocean | #2080C9 |
#185390 |
60 | - | |
| Frozen Ocean | #2570B5 |
#174985 |
60 | - | |
| Frozen Deep Ocean | #2570B5 |
#1A4879 |
60 | - | |
| Default
(Biome not listed above) |
#44AFF5 |
#44AFF5 |
15 | 0.65 |
History
- What tints were used from a1.2.0-b1.7.3 biomes?
- For biomes that existed in 1.6.4 excluding swamps, did their tints change in 1.7.2? Currently assuming that they stayed the same - please notify of any found changes
- Assorted bugs to maybe document: MC-47598, MC-222, MC-418, MC-2075, MC-6742, MC-20944, MC-30630, MC-47796
- Research the phenomenon shown in File:Frozen ocean color difference.png, when it was added and removed, and if any other biomes are affected
- Many images are already uploaded but must be added to this section - I need to figure it out
- Bedrock Editions swamp colour before Update Aquatic.
Blocks and fluids
| Java Edition Alpha | |||||
|---|---|---|---|---|---|
| v1.2.0 | preview | Grass blocks (the top only) and leaves now change color based on the biome, rather than being a constant bright green. | |||
| Java Edition Beta | |||||
| 1.2 | Added birch leaves and spruce leaves, which use a constant tint regardless of biome. | ||||
| 1.3 | |||||
| 1.5 | |||||
| The sides of grass blocks now also are affected by biome coloring, although only on fancy graphics. | |||||
| 1.6 | Test Build 3 | Added grass and ferns, which are affected by biome coloring. | |||
| 1.8 | Pre-release | Added vines, which are affected by biome coloring. | |||
| Major changes to biomes have resulted in major changes to the colors used. | |||||
| Java Edition | |||||
| 1.0.0 | Beta 1.9 Prerelease | #208030. | |||
| Water in swamps is now tinted with #E0FF70, which mixes with the blue texture. | |||||
| The swamp grass and foliage tints has been changed to hard-coded tints #5C694E and #496137. | |||||
| 1.1 | 12w01a | File:Water JE2 BE2.png #E0FFAE. Untinted water to its left for comparison. | |||
| 1.2.1 | 12w03a | Added jungle leaves, using the same tints as oak leaves. | |||
| 1.4.2 | 12w34a | Added potted ferns, which are biome affected. | |||
| 1.5 | 13w10a | Values of the tall grass block higher than usually obtainable (shrub) now use the dead bush texture, although tinted like others. | |||
| 1.7.2 | 13w36a | New biomes, new tints and tint related mechanics. The biomes added should probably be listed here, though, and some of those green shrubs above moved here. | |||
Swamps now use two different tints depending on temperature. | |||||
| Sugar cane is now biome tinted. | |||||
Unintentionally added potted grass and potted green shrubs, which change color depending on biome. | |||||
| 13w43a | Added acacia and dark oak leaves, which are tinted by biome. | ||||
| 1.8 | 14w06a | Flower pots now render a lot of the blocks that can be placed inside of them via NBT data. Among the now rendered are potted grass blocks (appearing as tinted dirt) and potted leaves, which change color depending on the biome. | |||
Similarly to the data values used for tall grass, any of the leaves can be given either the predefined birch tint or spruce tint by modifying the data values accordingly. | |||||
| 14w06b | Potted vines, potted lily pads and potted water (untinted left, swamp right) now also appear and are tinted. | ||||
| 14w10a | The dirt on the sides of grass blocks is now also tinted by biome.[4] | ||||
| Shrubs now appear as missing texture cubes which are not tinted. | |||||
| 14w10b | The sides of grass blocks are no longer tinted. | ||||
| 14w17a | All nonstandard potted objects no longer render in flower pots. | ||||
| 1.13 | 18w15a | Added the Biome Blending option. | |||
| Water now utilises tints more extensively, with its texture now being gray by default like other blocks and then tinted as neccessary. | |||||
#E0FFAE color intended to be mixed with the usual blue water being accidentally applied directly to a gray texture, resulting in chlorine-colored water.[5] | |||||
| 18w16a | The color of lava is no longer biome-affected. | ||||
| 18w20b | File:Cauldron (filled with warm ocean water) Revision 2.png File:Cauldron (filled with lukewarm ocean water) Revision 2.png File:Cauldron (filled with water) Revision 2.png File:Cauldron (filled with cold ocean water) Revision 2.png File:Cauldron (filled with frozen ocean water) Revision 2.png File:Swamp Hills Water Cauldron 18w20b.png File:Cauldron (filled with swamp water) Revision 2.png Cauldrons now tint contained water respective of biome. | ||||
| pre3 | |||||
| ? | Grass and foliage colors now no longer change alongside shifts in temperature, with the exception of swamps as defined previously. | ||||
| Pocket Edition Alpha | |||||
| Pre-release | #339933. | ||||
| v0.3.2 | #48B518, #80A755 and #619961. | ||||
| v0.8.0 | build 2 | #87CD49. | |||
| v0.9.0 | build 1 | ||||
Items
| Java Edition Beta | |||||
|---|---|---|---|---|---|
| 1.7 | Leaves now appear tinted in the inventory. | ||||
| Java Edition | |||||
| 1.0.0 | Beta 1.9 Prerelease | #208030 in the inventory. | |||
| 1.1 | 11w49a | Spawn eggs added, which apply a single tint to a constant texture according to the table below:
Color/1.1 spawn egg tints | |||
| 12w01a | Spawn egg tint application has been reworked to use two different textures, which can be tinted completely different colors. | ||||
| 1.8 | 14w25a | File:Lily Pad (item) JE2 BE1.png Lily pads are now tinted with the color #71C35C in the inventory. | |||
| Pocket Edition Alpha | |||||
| v0.1.0 | #59A53F. | ||||
| v0.2.1 | File:Missing Texture Block JE1 BE1.png File:Missing Texture Block JE1 BE1.png The item model use separate but identical magenta textures when "Fancy Graphics" are enabled/disabled and no longer tinted. | ||||
References












