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.
- 1 Types
- 2 Biome tints
- 3 Lists of tints
- 4 History
- 5 References
Oak, jungle, acacia, and dark oak leaves also change color under very similar conditions to grass, although the color used is usually different.
These probably also use a tint.
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 maroon.
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.
Spawn eggs have two distinct colors to each of them.
Alongside potion particles, several other particles are stored as gray textures with colors applied to them after the fact. Notable examples are the various dripping particles (water, lava, honey, crying obsidian, spore blossom[upcoming: JE 1.17]), 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 orb textures are mostly white, gray, and red; a gradient is applied afterward to make them green and yellow.
Sky and fog
Depending on the temperature of the biome, sky colors vary slightly, with colder biomes having more purple skies.
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 world border is always red no matter if it is expanding, stationary, or shrinking. The world border becomes more opaque the closer the player is to it, and more transparent if the player is further away.
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.
A biome's rainfall value is typically a value from 0.0 to 1.0, and its 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] or
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.
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 mods.
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.
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.
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.
Lists of tints
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.
Deep Cold Ocean
Deep Frozen Ocean
Deep Lukewarm Ocean
Deep Warm Ocean
The inventory color of the grass is calculated with
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
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 Bedrock Edition history of textures/Items).
These do not change depending on biome or any other factor.
|Potion of the Turtle Master||Java Edition only] #775D64[|
#586A7F[Bedrock Edition only]
|Biome||Water Surface Color||Water Fog Color||Water Fog Distance||Water Surface Transparency||Render|
|Mushroom Field Shore||#818193||#818193||-||-|
|Birch Forest Hills||#0A74C4||#0A74C4||-||-|
|Snowy Taiga Hills||#245B78||#245B78||-||-|
|Giant Tree Taiga||#2D6D77||#2D6D77||-||-|
|Giant Tree Taiga Hills||#286378||#286378||-||-|
|Warm Deep Ocean||#02B0E5||#0686CA||60||-|
|Lukewarm Deep Ocean||#0D96DB||#0E72B9||60||-|
|Cold Deep Ocean||#2080C9||#185390||60||-|
|Frozen Deep Ocean||#2570B5||#1A4879||60||-|
(Biome not listed above)
Blocks and fluids
|Java Edition Alpha|
|v1.2.0||preview||The top texture of grass blocks and snowy grass blocks and texture of leaves has been changed.|
|The texture are now grayscale and are affected by biome colors. For each biome, there are several shades and a total number of unique colors is 4662 for grass and 6567 for leaves (if change every pixel in grass.png and foliage to unique color that total number of unique colors is 32 896 for grass and 32 896 for leaves).|
|Java Edition Beta|
|1.2||Added birch leaves and spruce leaves, which use a constant tint regardless of biome.|
|1.3||Redstone wire now uses a system of tints in order to display a different color for each power level, rather than rendering everything which was on at full brightness.|
|1.5||The colors used by redstone wire have changed for unpowered redstone wire, from #000000 to #4B0000.|
|The model of grass blocks now use overlay texture on side faces when "Graphics: Fancy" is set in options. The texture is grayscale and is affected by biome colors.|
|Grass blocks use old model when "Graphics: Fast" is set in options.|
|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.|
|Added pumpkin stems and melon stems, which use a gray texture that is afterwards tinted depending on age from 1-7.|
|Stems with ages 8-15, which are normally inaccessible, are also tinted. The reason for these colors is likely due to the calculation of the RGB color values.[verify]|
|1.0.0||Beta 1.9 Prerelease||Added lily pads, which use a constant tint of #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||The water tint in swamps (right) has changed to #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.|
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.|
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.
Potted vines, potted lily pads and potted water (untinted left, swamp right) now also appear and are tinted.
The dirt on the sides of grass blocks is now also tinted by biome.
|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.|
|The tint used by swamp water has changed, and normal water now uses a non-blank tint.|
|The tint for Swamp Hills has not changed, resulting in the #E0FFAE color intended to be mixed with the usual blue water being accidentally applied directly to a gray texture, resulting in chlorine-colored water.|
|Added tints for new ocean temperatures.|
|Lava color is now also erroneously affected by biomes.|
|18w16a||The color of lava is no longer biome-affected.|
|18w20b||Cauldrons now tint contained water respective of biome.|
|pre3||Swampland M water now has the same water color as regular swamps.|
|?||Grass and foliage colors now no longer change alongside shifts in temperature, with the exception of swamps as defined previously.|
|?||Snowy taigas now have a more appropiate water color.|
|Pocket Edition Alpha|
|Pre-release||Added grass block, oak, birch and spruce leaves, all tinted with #339933.|
|v0.3.2||The tints of oak, birch and spruce leaves have been changed to #48B518, #80A755 and #619961.|
|v0.8.0||build 2||The top texture of grass block in block form now tinted with #87CD49.|
|v0.9.0||build 1||The top texture in block form now tinted with biome colors. The side texture has been changed to various pre-tinted textures dependent by biome.|
|Java Edition Beta|
|1.7||Leaves now appear tinted in the inventory.|
|1.0.0||Beta 1.9 Prerelease||Added lily pads, which use a tint of #208030 in the inventory.|
|1.1||11w49a||Spawn eggs added, which apply a single tint to a constant texture according to the table below:
|12w01a||Spawn egg tint application has been reworked to use two different textures, which can be tinted completely different colors.|
|1.8||14w25a||Lily pads are now tinted with the color #71C35C in the inventory.|
|Pocket Edition Alpha|
|v0.1.0||Added item models for oak leaves tinted with #59A53F.|
|v0.2.1||The item model use separate but identical magenta textures when "Fancy Graphics" are enabled/disabled and no longer tinted.|
- – "Stems of flowers and moss on mossy cobblestone/stone bricks unaffected by biome coloring" as "Invalid"