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Vibrant Visuals

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This article is about the built-in graphics mode and enhancements. For the graphics mode using ray tracing technology, see RTX. For deferred rendering, see RenderDragon ยง Deferred Rendering.
This feature is exclusive to Bedrock Edition.[note 1]
 
This article describes a feature planned for Minecraft for Nintendo Switch 2, Java Edition, and Minecraft Education.[1][2][3][4][5]
 
It has not appeared in any development versions yet, but is planned to be included in a future update.
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A screenshot showing many of the features in Vibrant Visuals

Vibrant Visuals is a graphics mode that aims to improve the visual looks of Minecraft[6] by adding directional lighting, physically based textures, pixel-aligned shadows, atmospheric sky, environmental effects, and various other visual features based on photorealism. It is built with the RenderDragon engine[7] around a physically based rendering pipeline used for deferred lighting.[8][9] It runs locally on the player's device, and can be enabled in the player's settings rather than world specific settings.[10]

Most configurations and textures can be customized using resource packs, and various tagged Marketplace add-ons make use of custom Vibrant Visuals packs.[11]

Vibrant Visuals affects only the graphical appearance of Minecraft; it does not affect gameplay. However, enabling Vibrant Visuals on lower-end devices (especially with high render distance and higher graphics settings) can decrease game performance significantly, which can affect the game experience.

Features

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Vibrant Visuals moves most visual shading to the deferred lighting passes on different resolutions, except water and transparencies handled by forward shading. The game calculates surface normals and depth to shade the albedo color image, for a similar result to ambient occlusion in classic graphics.[7] Through high-dynamic-range rendering, it also calculates the image's luminance, which is affected by various lighting mechanics.

Physically based rendering

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A comparison of the default and Vibrant Visuals textures, outside a woodland mansion

After the base rendering passes, the game applies physically based rendering (PBR), which simulates realistic lighting behaviors between different surface materials. This is achieved by creating different texture maps for every block, entity, item, and particle, which define specific characteristics of the surface material per pixel.[12] A texture set is used to specify these texture maps for an object in a resource pack.[13] Four maps โ€” metalness, emissive, roughness, and subsurface scattering (collectively known as MERS) โ€” define the material's properties. Each property in MERS is assigned to RGBA textures (four channel): red to metalness, green to emissive, blue to roughness, and alpha to subsurface.

Reflections

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Metallic surfaces like copper fully reflect sunlight and emissive light, smooth surfaces like smooth quartz and bricks only reflect sunlight, and rough surfaces like wood reflect nothing.

Object reflections are heavily affected by their metalness and roughness properties. Metallic surfaces reflect light directly and combine that reflection with their own color. Non-metallic surfaces like grass, dirt, and tree barks show more solid color and less reflection. A surface with low roughness is very smooth, resulting in sharp, mirror-like reflections, compared with high roughness that results in blurry, diffuse reflections.

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Direct specular, screen space, and cubemap reflections on the surface of water
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The amount of blocks reflected depends on the "Reflections" setting. "Off" will also disable cubemap reflections. Subsurface scattering is visible on the leaves.

The game uses screen space reflections (SSR) and image-based lighting (IBL) to create dynamic reflections which appear on these surfaces.[14] SSR generates reflections by reusing what's already visible on the screen. They are limited by the objects and parts of the world that are currently visible in the camera's view, which can cause reflections to fade or disappear near the edges of the screen. In contrast, IBL reflections, used to reflect clouds and the sky, aren't limited by what is already displayed on the screen but often appear low resolution and distorted. They use cube maps, which are affected by environmental lighting and atmospheric scattering.[15]

Directional light sources are reflected as specular highlights with the Cook-Torrance model,[7] creating a single bright spot moving with the eye position. This is not limited by the current image, but always visible.

Most blocks and entities in Vibrant Visuals with high metalness only reflect light sources and do not completely mirror areas. Water surfaces are fully reflective and properly mirror the area surrounding them, including the fading by fog. The variety of metalness and roughness in texture maps makes nearby reflections appear pixelated. The indirect specular reflection quality can be configured under the video settings, which affects their resolution and distance at which they appear.

Surface glows

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Various emissive textures in a cave

Pixels can appear to glow in the dark environment through the emissive texture map. This map defines which parts of a texture should be self-illuminated. It uses the green color channel in the MERS texture; areas of the map that are solid green will glow at full intensity, with different shades of the color affecting their intensity, while black areas will be unaffected by the emissive property. Emissive surfaces do not cast light onto surrounding blocks or entities, and therefore do not cast proper shadows. However, their glow remains visible even in complete darkness, making them appear bright and distinct. They also produce a light bloom effect, which makes their color bleed into the surrounding areas.

Some entities and blocks โ€” like drowned, spiders, sculk, certain dropped items, and firefly particles โ€” use emissive texture maps and produce glowing effect. This effect is often contributed by their natural block lighting (like torches and glowstone), which makes the glow appear more intense and realistic. When emissive textures are reflected, their reflections are also emissive from Cook-Torrance BRDF.

Subsurface scattering

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The fourth map, subsurface scattering, simulates an effect of light shining through thin surfaces, like leaves.[16] This effect is applied to blocks exposed to directional lighting, and blends to roughly one block deep for the strongest effects. Diffuse from directional light (see below) penetrates through the surface and will also apply to the backside of affected objects, occluded with the shadow mapping.[7] Pixels affected by subsurface scattering can never be affected by metalness and vice versa, although they can still be smooth and create specular highlights.

Directional lighting and shadows

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Pixelated shadows created by the sun on all objects

The primary light sources in Vibrant Visuals are global directional lights, including the sun and the moon in the Overworld, and End flashes in the End.[14] Depending on the location of the light source in the sky, they illuminate all objects directly exposed to them with their color, using direct diffuse with Lambertian BRDF.[7]

The roughness texture map affects how direct diffuse colors the objects, and subsurface scattering allows it to slightly penetrate through the surface. Light also shines through glass panes and other supported transparent blocks, where it has the same effects on objects behind it.

Directional light sources cast shadows on all objects, including held items on the HUD. The object that creates the shadow and the location of the light source affects the shape, size, and direction of the shadow. Unlike shadows in most shaders, shadows are pixelated to match the resolution of other textures and align with the pixel grid. Shadows can be created by any block that can obstruct lighting, most particles, and entities, including players. Animated objects, like animated player skins or the tentacles of a ghast, create animated shadows as well. Dropped items always create pixelated round shadows. Shadows are rendered at a lower quality at higher distances, which can be configured in the settings.

End flash

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A flash in the End. Notice the shadows created by chorus plants.

End flashes in the End sky are special types of directional light sources. Where global directional light sources orbit around the Overworld with different effects depending on the daylight cycle, End flashes occur once every 30 seconds at random spots above the horizon. They illuminate the environment with a purple color and create shadow and reflection effects, which are faded at the beginning and the end. Like the sun and moon, the classic flash texture is not rendered, only the bright tinting of volumetric fog.

Colored lighting

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This section describes an experimental feature for a future update.
 
This feature is not enabled in-game by default and requires enabling the "Render Dragon Features for Creators" setting in the "Experiments" section in Bedrock Edition.
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Point lights on and off, showing how they tint volumetric fog and the surrounding area.

If the "Render Dragon Features for Creators" experiment is enabled in Minecraft Preview/beta, and "point lights" are turned on in the settings, light-emitting blocks like torches emit directional light and cast dynamic shadows as well. The light is emitted from a single point at the center of a block, hence the name, and the strength is affected by the block's lighting. This light is colored, and blends additively.

The quality of point lighting and the shadows created by point lights can be adjusted in the settings, or turned off.

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All different light colors, from both point lighting and static lighting

In addition to point lighting, all other blocks with block lighting create static colored light. Both static colored lights and point lights tint volumetric fog and blend into the environment. The following blocks are affected by point lighting, or have unique static light colors:

Block Color Light level
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Torch

 #f39a5e
14
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Lantern
15
๐Ÿ‘ Image
Copper Lantern
(all oxidized and waxed variants)

 #e8c398
๐Ÿ‘ Image
Soul Lantern

 #36d9e6
10
๐Ÿ‘ Image
Soul Torch
๐Ÿ‘ Image
Redstone Torch

 #c32c1f
7
๐Ÿ‘ Image
Copper Torch

 #86ca59
14
๐Ÿ‘ Image
Copper Lantern
(unwaxed, unaffected)
15
๐Ÿ‘ Image
Candle
(all variants)

 #d3852b
3, 6, 9, or 12
๐Ÿ‘ Image
Candle Cake
(all variants)
3
๐Ÿ‘ Image
Blue Torch

 #0000ff
14
๐Ÿ‘ Image
Purple Torch

 #ff00ff
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Red Torch

 #ff0000
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Green Torch

 #00ff00
๐Ÿ‘ Image
End Rod

 #da73de
๐Ÿ‘ Image
Sea Pickle
(all waterlogged variants)

 #b0dad3
6, 9, 12, or 15
Static lighting[note 2]
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Deepslate Redstone Ore

 #c32c1f
9
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Redstone Ore
๐Ÿ‘ Image
Fire

 #f39a5e
15
๐Ÿ‘ Image
Campfire
๐Ÿ‘ Image
Redstone Lamp

 #e8c398
15
๐Ÿ‘ Image
Copper Bulb
4, 8, 12, or 15
๐Ÿ‘ Image
Firefly Bush
2
๐Ÿ‘ Image
Jack o'Lantern

 #d3852b
15
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Lava
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Shroomlight
๐Ÿ‘ Image
Cave Vines
14
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Vault
6 or 12
๐Ÿ‘ Image
Trial Spawner
4 or 8
๐Ÿ‘ Image
Magma Block
3
๐Ÿ‘ Image
Ochre Froglight

 #f9efa5
15
๐Ÿ‘ Image
Verdant Froglight

 #b7f1bc
15
๐Ÿ‘ Image
Glow Lichen
7
๐Ÿ‘ Image
Sea Lantern

 #b0dad3
15
๐Ÿ‘ Image
Soul Campfire

 #36d9e6
10
๐Ÿ‘ Image
Soul Fire
๐Ÿ‘ Image
Sculk Catalyst
6
๐Ÿ‘ Image
Sculk Sensor
1
๐Ÿ‘ Image
End Gateway

 #6c70b2
15
๐Ÿ‘ Image
End Portal
๐Ÿ‘ Image
Respawn Anchor

 #a233eb
3, 7, 11, or 15
๐Ÿ‘ Image
Nether Portal
11
๐Ÿ‘ Image
Crying Obsidian
10
๐Ÿ‘ Image
Enchanting Table
7
๐Ÿ‘ Image
Amethyst Cluster

 #b966e8
1, 2, 4, or 5
๐Ÿ‘ Image
Pearlescent Froglight

 #da73de
15

Other light sources

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Directional lighting is visible in caves until the sky light level hits 0. Ambient and block lighting are still visible past this point.

The final stage of illuminating the image is block, ambient, and sky lighting using indirect diffuse on the surface.

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Block lighting has smooth fading with distance and dynamic coloring

Vibrant Visuals redefines the classic lighting model to realistic approaches with physically accurate values, while keeping the base light appearance from Minecraft. Block lighting simulates the classic octahedron shape with calibrated illumination and coloring, which also allows static light coloration.[note 3] Instead of applying a pixelated texture for each light level, the luminance linearly decreases with distance.

Overworld sky exposure affects gameplay with the internal light level. To visualize this effect, Vibrant Visuals applies an additional global illumination to objects with higher sky light levels, even in shadows without directional light, making them blend in more with bright areas. In lower sky light levels, diffuse by directional lighting has a stronger contrast with the shadows. When the sky light level is 0, global directional lighting is disabled entirely.[17]

Without directional light sources, objects are lit by ambient lighting, to prevent them from rendering pitch black. Ambient lighting has a dimension-dependent strength (0.02 lux in the Overworld, 0.5 in the Nether, and 0.125 in the End), which illuminates any object. This makes the Nether bright even without light sources, while Overworld caves are much darker.

Night Vision heavily increases ambient light during nighttime, making caves appear fully bright and shadows no darker than the environment at night. It does not change fog or brightness on the surface of the Overworld like in other graphics modes.

When the player has Blindness or Darkness, global directional lighting is deactivated and the scene appears as in a cave. Under fog effects other than Overworld atmospherics, Blindness and Darkness use the same colors as without the effect, instead of black.

Environmental effects

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Each biome and dimension has unique effects for lighting and color that greatly affect the scene. Biome-dependent effects include atmospherics, color grading, volumetric fog, and lighting (excluding point lights). In transitions between biomes, the game automatically blends the effects.[18]

Atmospherics

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The sky color of a biome in Vibrant Visuals is defined at the horizon and the zenith using enhanced distance fog, which also fades distant objects.[19] When these colors are different, the sky will blend these colors between the horizon and the zenith. For example, deserts and badlands have a light orange/green sky and fog color, snowy biomes have a light blue or white color, and pale gardens have a gray color. The color and intensity of sunlight and moonlight are affected by the biome as well, which affects directional specular highlights and the illumination of all objects hit by light sources.

The atmosphere is affected by rayleigh scattering which illuminates the sky colors.[19] There is also mie scattering shaped around the sun near the horizon, creating an additional section of the sky tinted and illuminated by a mix of sunlight and atmosphere colors.

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Volumetric fog turned off (top) and set to Ultra (bottom) in a pale garden

Vibrant Visuals enhances fog effects with dynamic volumetric fog, creating a tinted haze around directional light sources.[20] As directional lighting passes through volumetric fog, it gets scattered and absorbed, fading or even blocking the view. It appears in the air exposed to directional lighting; when the camera is inside the effects surround the camera, looking at the light source shows more illumination; when the camera is outside, the effects are visible as light rays falling between objects such as blocks and entities. Certain biomes, like swamps and pale gardens, have denser volumetric fog effects with unique strengths depending on the lighting.

With the Henyey-Greenstein phase function, volumetric fog can create light shafts for scattering in the air. When the camera is inside volumetric fog, directional lighting scatters into variable light shafts in diffuse directions, which depends on the biome. Volumetric fog can be disabled in the settings, and the quality of light shafts and distance fading can be adjusted.

Daylight cycle
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Sunbeams and different sky colors during sunrise

All atmospheric effects gradually change during the time of day,[21] for example, mie scattering effects only apply during sunrise or sunset, and the sky, sun, and moon colors are constantly changing. The color of sunlight is darker orange and more dimly lit at sunrise and sunset, gradually increasing in brightness and turning yellow/white at noon. Moonlight is light gray/blue with a much lower illuminance.

At night, the sky color is black at zenith and blue at horizon, appearing almost entirely black due to the dim moonlight and weakened rayleigh scattering. The rising sun illuminates this while the horizon changes from purple, to pink, to bright orange, and eventually gray with high illumination, in contrast to a deep blue sky. Sunset applies these graphics in reverse, but instead of pink, the horizon turns brown for a while.

The colored horizon appears lower in the sky during the night, and gradually higher at daytime. Mie scattering at sunrise and sunset combines the changing sunlight and sky colors into unique appearances for each part of the sky.

Different temperature-based color grading settings distinguish biomes with different temperatures, making especially cold biomes appear gray/blue, and warm biomes colored orange.[22] Color grading is applied as a post-processing effect to the whole image, including blocks, light, and the sky.

Biome settings
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Most biomes, including unused biomes, use default settings for fog, atmospherics, lighting, and color grading, or share a common setting with a specific climate, while some biomes have unique settings.

  • Fog settings are split into default, semi-humid, and humid. Ice spikes, mushroom fields, swamps and dappled forests,โ€‹[upcoming: Third Drop 2026] pale gardens and sulfur caves, dark forests, and the End have unique fog settings.
  • In order from warm color temperature, color grading is split into desert, mesa, warmish, mangrove swamp, default, coolish, cold, and ice spikes.
  • Most biomes share their lighting settings with the default, but some specific settings differ.
    • Mushroom fields have dynamic purple sunlight colors, while pale gardens and ice spikes have a static light gray sunlight color.
    • Dark forests, ice spikes, and pale gardens have significantly lower sunlight illuminances.
    • Warmish biomes have a more deep blue moonlight color. Deserts increase this effect, while pale gardens have a more light gray moonlight color.
    • Cold and coolish biomes have slightly stronger sunlight at sunrise and sunset.
    • See /Configurations ยง Lighting for more details.
  • Various biomes have unique zenith colors. The final color of the sky also depends on directional light sources, fog, and color grading.
    • Dark forests have a slightly darker blue zenith color at daytime.
    • Swamps use a dull brown/green zenith color.
    • Mangrove swamps have a brighter blue zenith color.
    • Deserts use a turquoise zenith color, mesas slightly increase this effect.
    • Warmish biomes, deserts, and mesas have slightly brighter blue zenith colors at nighttime.
    • In ice spikes and mushroom fields, the daytime zenith is light gray. In pale gardens, this is dark gray.
  • Some biomes also have unique horizon colors at certain times of day.
    • Mesa biomes have a brown horizon at daytime.
    • Pale gardens have a slightly more gray daytime horizon. Ice spikes also lack an orange sunset/sunrise.
    • Mushroom fields have a very bright yellow/green horizon at daytime, bright red at sunset, dark purple at nighttime, and bright purple at sunrise.
  • The End sky uses unique black/dark purple atmospherics, rendered on top of the End sky texture, and a dense purple volumetric fog effect is visible during an End flash.
  • The sky in all Nether biomes uses the same atmospheric colors as without Vibrant Visuals to tint the fog. The effect is achieved with static atmosphere colors, illuminated by red moonlight (although the moon is invisible) and minimal rayleigh scattering, with slight differences between the biomes. The red "moonlight" also gives a red tint to the Nether roof.

See /Configurations ยง Atmospherics for details about all atmospheric scattering values.

Clouds

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Clouds with Vibrant Visuals. Note the shadows.

Clouds have more detail and are illuminated by directional light on the edges, making large clouds appear much darker than smaller clouds. Furthermore, clouds can block sunlight or moonlight and cast shadows on the ground. When a cloud covers the sun or moon, the sky and the environment darken and change colors. As a form of scattering, clouds are dynamically tinted by global lighting, which is unique for every biome, weather event, and the time of day.

Unlike other graphics modes, clouds are rendered past the horizon up to 128 chunks. The cloud distance can be adjusted in the Vibrant Visuals options.

Weather effects

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Rainfall in a forest, where the environment is tinted slightly more yellow than without Vibrant Visuals.
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Snowfall with Vibrant Visuals, with a bright glow in the sky

During weather events including rainfall, snowfall, and thunderstorms, global directional light sources are hidden and the denser fog atmospherics and clouds change to the static colors from classic graphics modes. Color grading still applies, making rain and snow look unique for every biome. Bright mie scattering is still visible at the position of the sun and colored white. Without directional lighting, dynamic shadows and volumetric fog aren't visible.

Unlike in other graphics modes, atmospherics and lighting do not change in dry biomes. During thunderstorms or when a wither is nearby, sky light is heavily reduced, making the contribution of directional light more visible. This results in more unique, yellow-brown colors of the sky, clouds, and lighting, and much darker shadows, even in dry biomes. This effect is barely noticable with rainfall in dry biomes, because reduces the sky light less than thunderstorms.

Water effects

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The water color texture is not rendered, making it completely transparent. Instead, water volumes scatter light and accumulate fog, creating a deep blue hue in oceans and tinting underwater objects.[23][note 9] The surface uses MERS textures, making light reflect on smooth pixels in the invisible color texture. Despite this, small bodies of water appear almost invisible, and large bodies are more transparent in general, with a less saturated blue color compared to classic graphics modes. Biome-specific water colors are not applied to the surface or light scattering, but some "tweaks in different biomes" have been announced for future updates.[24]

When the player's eye level is inside water, underwater fog appears more dynamically tinted by directional lighting, brighter in vertical directions and darker in horizontal directions. Looking at a bright area when the camera is in the dark, the fog is illuminated where light falls down. Additionally, underwater volumetric fog effects colors this bright blue, creating light beams falling through the water. These light beams can be obstructed and scattered by objects and fog effects.

When directional lighting hits a surface underwater, water caustics are projected on that surface.[note 10] Water caustics are randomly animated, and certain parts appear brighter than others, depending on the light projecting the water caustics. The effect of Snell's window appears when looking at any water surface from underwater.

Water effects do not apply to water in cauldrons, which is rendered like in Fancy graphics.

Post processing effects

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Post-processing effects are visual elements that are not directly produced by either PBR or direct lighting sources, but are instead applied after the scene is fully rendered. There are multiple post-processing effects applied by Vibrant Visuals, such as:

  • Light bloom which appears on high-luminance areas, notably emissive textures and reflections, directional light sources, direct specular highlights, and mie scattering. It creates a soft and hazy aura of light around the glowing object, with the colors bleeding out around the object. The effect's intensity can be configured on the video settings.
  • When the camera is looking at a high luminance, either directional lighting, emissive textures, or bright diffuse,[25] the whole view gets darkened by auto-exposure.
    • Auto-exposure gradually fades in or out when the luminance changes to as a simulation of eye adaptation.
  • Upscaling which is done from low-resolution scene renders. The game usually renders the scene at a lower resolution and upscales it to the native resolution to improve video performance. This effect can be configured on the video settings, where the player can set between TAAU (Temporal Anti-Aliasing Upsampling) and Bilinear mode, and the final resolution quality. In general, TAAU makes the game use multiple frames to create a crisper upscaled frame, while Bilinear stretches the frame to fit the screen, more suitable for low-end devices.
  • Color grading which controls the saturation, contrast, gain, and gamma of the final image.[22]
    • There is an additional temperature-based color grading which makes the scene look "warmer" with more yellow and orange colors, and "cooler" with more blue color. 14 different color grading effects are applied based on the biome, some biomes also have different contrast or saturation.
  • Tone mapping is also used to remap the colors from the initial HDR to SDR, as Minecraft is not supported in HDR.[22] Mojang Studios developed a generic filmic tone mapping curve, which preserves tint in higher luminance regions, making the scene appear brighter and more vibrantly colored.

Panorama

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An exclusive panorama is shown when using Vibrant Visuals. The cubemap consists of HDR image files, which are rendered using the post-processing effects from Vibrant Visuals. Specifically, the image uses the default data-driven color grading settings, and the gamma, upscaling mode, and resolution settings affect it.

Applying

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Vibrant Visuals can be toggled on in the video settings in the graphics mode dropdown menu.[26] The graphics mode can only be changed in-game when "Allow In-Game Graphics Mode Switching" is turned on, but this can have negative impact on performance and not all devices support this.

If playing multiplayer, not everyone needs to have it activated to play in the world; one player could have it activated, whilst other players could have it inactive since it's a local setting.

Vibrant Visuals options

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Vibrant Visuals at the lowest quality settings. Bloom and volumetric fog are disabled, SSR reflections are not visible, and shadows have a lower resolution.

The quality of specific features from Vibrant Visuals as well as some technical options can be adjusted in the Vibrant Visuals options, below the graphics mode setting. These options can be preset to the "Favor Performance" for a better experience on lower-end devices, or "Favor Visuals" for a higher quality of Vibrant Visuals on high-end devices. The options can also be adjusted individually.

The render distance for Vibrant Visuals is controlled by the "Deferred Render Distance" slider instead of the regular render distance slider. This slider can be set between 2-28 chunks (limited per device), but can be changed to any value in options.txt. Higher render distances than 128 chunks will result in the game not loading any chunks further than 128 chunks away from the player, and even higher render distances can lead to glitched visual effects or crashes. Lower render distances will result incorrectly loading and unloading chunks, while particles and entities are still visible.

The regular brightness setting is not available when using Vibrant Visuals, but the gamma can be calibrated in a separate menu in the Vibrant Visuals options, as a post processing effect applied after all previous rendering.

Configurations

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All options related to Vibrant Visuals have configurations for specific devices, found in ๐Ÿ‘ File directory.png: Sprite image for directory in Minecraft
 Content/data/renderer as JSON files, with all renderer configurations located in a ๐Ÿ‘ File directory.png: Sprite image for directory in Minecraft
 lods sub-directory. The default settings, target resolution, and maximum framerate for each graphics preset differs between devices, defined in platform_configuration.json. There are separate configurations for two Android memory tiers,[note 11] Xbox One (X) and Xbox Series X|S, all PS4 and PS5 consoles, three iOS devices memory tiers,[note 12] and four Windows memory tiers.[7]

Individual settings have rendering configurations per platform. For example, this controls the distance and resolution of shadows, type of reflections, maximum point lights, or available render distances on the slider. They can be edited to artificially increase quality, but this may decrease performance or cause issues.

There are also configurations for Nintendo Switch and one lower Android tier,[note 13] indicating that Vibrant Visuals may become available on those devices in the future.

This directory also contains configurations for features that are not customizable in resource packs, including tone mapping curves, deferred shading parameters, light clustering, luminance configurations, weather effects, .bin material files (containing shader code), and a brdf_lut.png image used to calibrate BRDF specular and diffuse reflections.

Availability

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Vibrant Visuals is available to use on the following platforms:[27]

Platform Supported devices
๐Ÿ‘ Windows
Graphics card and graphics driver with support for DirectX 12 with Direct3D feature level 12_1.
  • For Intel GPUs, Intel graphics driver 31.0.101.3430 or later is required for Minecraft to run on DirectX 12.[28]
๐Ÿ‘ Android
๐Ÿ‘ Android
Devices running on Adreno 640, Mali Valhall arch (G68, G77), Maleoon, PowerVR A-Series, Xclipse 530 or higher.

Enabled by default on Adreno 740, Mali-G615, Mali-G715, PowerVR C-Series, Xclipse 920 or higher.[note 14]

๐Ÿ‘ iOS
A12 Bionic or higher:
  • iPhone XS or later
  • iPhone SE (2020) or later
  • iPhone Air
๐Ÿ‘ iPadOS
A12 Bionic, A12X Bionic, M1 or higher:
  • iPad (2020) or later
  • iPad mini (2019) or later
  • iPad Air (2019) or later
  • iPad Pro (2018) or later
๐Ÿ‘ Xbox
๐Ÿ‘ Nintendo
โ€‹[upcoming]
Planned for 2026[1]
  • Nintendo Switch 2
๐Ÿ‘ PlayStation
  • PlayStation 4 (disabled by default)[note 15]
  • PlayStation 4 Slim (disabled by default)[note 15]
  • PlayStation 4 Pro[note 15]
  • PlayStation 5
  • PlayStation 5 Slim
  • PlayStation 5 Pro

Vibrant Visuals is currently not supported on ChromeOS devices, Fire tablets, or Nintendo Switch consoles. Mojang Studios intends to bring Vibrant Visuals, either fully or partially, to as many devices as possible.[29] Though not strictly official, Vibrant Visuals may also be supported on Linux systems by playing Bedrock Edition through a custom Wine compatibility layer (see related tutorial).

Some servers may disable Vibrant Visuals during the game using disable-client-vibrant-visuals in server.properties, even when available on singleplayer. All featured servers besides Mob Maze and The Hive[note 16] have disabled Vibrant Visuals, although this restriction can be circumvented by using third-party modification software.[30] Minecraft Realms has Vibrant Visuals enabled.

During local splitscreen multiplayer on consoles, the graphics mode is restricted to Fancy or lower.

Vibrant Visuals has limited compatibility with resource packs, which may be part of an add-on. Resource packs without the pbr capability restrict the graphics mode to Fancy or lower.[31] When a pack has metadata.product_type set to addon Vibrant Visuals can be enabled, regardless of the pbr capability. Custom textures from the add-on's resource pack default to 0% metalness, 0% emissiveness, 100% roughness, and 0% subsurface scattering.

Java Edition

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Vibrant Visuals is currently planned to be added to Java Edition at some point in the future. In preparation, developers are rebuilding the game's rendering code into a dedicated thread, and updating them with "modern approaches to rendering".[2][3] To allow newer graphical features and sustain compatibility with all platforms supporting Java Edition, the game will switch to Vulkan, a modern graphics technology, replacing the deprecated OpenGL API.[4] During development, this can be toggled in-game.

Customization

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For more detailed information and guides about customization, see the official documentation.
๐Ÿ‘ Image
The Vibrant Visuals Settings window in Bedrock Editor

Vibrant Visuals can be customized with a resource pack. A pack with pbr capability in its manifest.json can define PBR for each individual texture with a texture set.[31] They can also configure light sources, atmospheric effects, volumetric fog and light shafts, color grading and tone mapping, and many more using JSON.[8]

Vibrant Visuals is also compatible with resource packs that are designed for ray tracing (with raytraced capability). All ray tracing resource packs only support MER (metalness, emissive, and roughness) for its textures, and these can be applied for blocks only.[13] Vibrant Visuals resource packs however, support MER and subsurface scattering (MERS), and its textures can be applied for entities, mobs, particles, and items.

Editor

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Resource packs that customize Vibrant Visuals can quickly be created with Bedrock Editor.[32] The Vibrant Visuals Settings window allows most JSON configurations to be changed in a graphical environment, and the effects are directly visible in-game. All settings are not saved, but each JSON file can be copied to the clipboard, or a resource pack with all settings can be auto-generated. Once generated, Download Resource Pack will import the pack in mctools.dev, where the pack can be directly exported or further customized.

Key framing

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Most JSON settings for atmospherics, lighting, and volumetric fog can be key framed.[21] Instead of providing a single value for a setting, the setting can be treated as an object with a set of values from the same type. The key is a number from 0 to 1 which represents the in-game time, allowing to change atmospherics based on the time of day. The engine linearly interpolates between the values of the key frames, resulting in the actual atmospherics blending between specified times. A key of 0 is noon, 0.25 is sunset, 0.5 midnight, 0.75 sunrise, and 1 is the next noon.

๐Ÿ‘ Image
Some key framed settings in Bedrock Editor in different graphs

In the Editor, a set of different key frames can be adjusted individually. The amount of available key frames varies for each setting; new keys can be added by pressing , selected keys can be removed with . With the slider below each graph, the key value for the X-axis can be seen. The Y-axis shows all values for the setting. Each key can be moved horizontally and vertically, and all keys are connected with a line corresponding to the linear interpolation. Double-clicking on a key shows text boxes for the exact coordinates, and a color picker in RGB-supported settings.

Biome customization

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Global lighting, atmospherics, color grading, cubemaps, and water effects can be customized for each biome.[18] Multiple JSON configuration files can be stored in each directory as long as they have different names and identifiers, which are not the same as the global configurations. To apply settings to a biome, the identifier of the JSON file must be included in the client biome JSON file in ๐Ÿ‘ File directory.png: Sprite image for directory in Minecraft
 biomes, in the minecraft:setting_identifier components. The configurations will be blended automatically on biome borders, except for tone mapping, caustics, and waves enabled/disabled, which should use the same settings globally.

In the Editor, settings for existing biomes or configurations can be changed, and even new configurations may be added. A biome can be selected with Target Biome ("Target Biomes By Location" selects the player's current biome), if custom biomes are used the namespace can be changed to disambiguate. Next, the Config Set for Biome selects which settings file is used for the selected configurations. This allows to reorganize vanilla settings in a biome, and the raw JSON text of the client biome file can be copied. A new configuration file can also be created, with a custom namespace and identifier (both have spaces), and it can be auto-filled by inserting the raw JSON content in the Inport button.

๐Ÿ‘ Image
Biome configuration in the Editor

A separate screen allows to pick per biome what configurations to use. On the left is a list of biomes, which can be sorted alphabetically and filtered on vanilla/custom biomes and name. On the right, each biome setting group shows an option to select an existing config file, reset it to previously saved files, or reset it to default. After changing settings, they need to be saved either for the selected biome or all biomes on the bottom, where they can be reset as well.

Scripting

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JSON settings for atmospherics, lighting, color grading, and water can be dynamically overridden by the game's scripting modules.[33] In @minecraft/server-graphics, getBiomesettings or getPlayersettings can be used with the biome/player and settings component to retrieve the current values.[34]

All settings can be customized per biome or per player in the format set<setting in camel case>(setting: input): void. The input is similar to the JSON format: either a float number or key framed float (number, number), or an RGB input red; green; blue, which can also be key framed. Each setting can be reset to the data-driven values using reset instead of set.


Texture sets

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๐Ÿ‘ Image
A comparison of leaves with maximum (bottom) and without (top) subsurface scattering

Textures from blocks, entities, items (held, displayed, and dropped), and particles use texture sets to calculate how light behaves on the texture, regarding reflections and emissiveness.[12] Texture sets cannot be customized with Bedrock Editor. On top of the regular RGBA texture maps, which control the colors and transparency, Vibrant Visuals uses six new maps for other properties of each pixel, including metalness, emissive, roughness, subsurface scattering, normal, and height maps. The first four are all created in one four-channel image file, collectively known as MERS values (or MER without subsurface scattering).

  • Metalness is a texture map on the red channel that affect how metallic pixels look, which makes them more reflective. Pixels can use metalness values between black (non-metallic) and red (completely metalic), where metalness for values in between is affected by the brightness.
  • The green channel emissive map is used for pixels that emit light. Black pixels do not emit light at all, and any brighter values result in emissive textures. Pure white pixels are emissive at its brightest. The desaturation of the pixel's colors can be adjusted per biome in ๐Ÿ‘ File directory.png: Sprite image for directory in Minecraft
     lighting.
  • Subsurface scattering is an effect created by light shining on translucent surfaces.[16] It is a map based on the alpha channel where opaque pixels allow more subsurface scattering. This texture map cannot be used in conjunction with the metalness map; if both are provided only the highest value will be applied (subsurface scattering when tied).
  • Roughness is a blue channel texture map affecting how "rough" pixels are, which can block reflection effects. Black pixels are very smooth and allow all reflections caused by the metalness map, while blue pixels only allow (distorted) light reflection.
  • The normal map is an RGB texture map which affect the depth of the pixel and how light rays are reflected. The RGB elements correspond to XYZ coordinates of the pixel, with (128, 128, 255) being completely flat.
  • Height maps are similar to normal maps but in grayscale, allowing less possible textures. Black pixels appear to extrude inward to the object, and white pixels extrude outward. Combining black and white pixels next to each other can create height variation on which light can reflect, while creating a shadow behind. Heightmaps cannot be used together with normal maps, and they don't work on items.
๐Ÿ‘ Image
An example of a texture pack utilizing heightmaps

Texture maps can be quickly created using Blockbench,[35] which may require plugins to customize textures. The PBR textures need to be placed, named like block/particle/entity/item ID_mers / _mer / _height / _normal, in ๐Ÿ‘ File directory.png: Sprite image for directory in Minecraft
 textures, in the sub-directory containing textures for the object type. Texture maps can be stored in .tga, .png, .jpg, and .jpeg formats. To make the game replace the default textures with a custom texture set, it needs to be specified in a texture set JSON file, on file for each texture, located in the same sub-directory as the texture itself. texture maps specified in the texture set are required in the same resource pack.[13]

Instead of creating texture maps, the JSON file can also be used to apply uniform MERS or RGBA values to the whole texture.

texture_set.json format

  • [NBT Compound / JSON Object] The root tag
    • [String] format_version: The 3-part schema version used in the file. It needs to be at least "1.16.100" but requires "1.21.30" when using MERS texture sets instead of MER.
    • [NBT Compound / JSON Object] minecraft:texture_set
      • [Int Array][String] color: Required, the name of the "regular" texture file in the same sub-directory providing the visible colors. This can also be an RGB array or HEX string to make the whole texture use one color.
      • [String] normal: The name of the normal map file, cannot be used together with heightmaps.
      • [String] heightmap: The name of the heightmap file, cannot be used together with normal maps.
      • [Int Array][String] metalness_emissive_roughness: The name of the MER file, cannot be used together with MERS. This can also be an RGB array or HEX string to make the whole texture use one color.
      • [Int Array][String] metalness_emissive_roughness_subsurface: The name of the MERS file, cannot be used together with MER. This can also be an RGB array or HEX string to make the whole texture use one color.

Fallback values

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When a resource pack does not contain one or more texture maps, the missing texture maps will default to the vanilla textures instead. However, for custom textures as part of an add-on, all pixels default to values specified in a customizable JSON file in ๐Ÿ‘ File directory.png: Sprite image for directory in Minecraft
 pbr.[36]

global.json format

  • [NBT Compound / JSON Object] The root tag
    • [String] format_version: The 3-part schema version used in the file, requires "1.21.40".
    • [NBT Compound / JSON Object] minecraft:pbr_fallback_settings
      • [NBT Compound / JSON Object] blocks
        • [Int Array][String] global_metalness_emissive_roughness_subsurface: The default MERS value to use for blocks when not defined via texture maps; supports RGBA array or HEX string
      • [NBT Compound / JSON Object] actors
        • [Int Array][String] global_metalness_emissive_roughness_subsurface: The default MERS value to use for actors/mobs when not defined via texture maps; supports RGBA array or HEX string
      • [NBT Compound / JSON Object] particles
        • [Int Array][String] global_metalness_emissive_roughness_subsurface: The default MERS value to use for particles when not defined via texture maps; supports RGBA array or HEX string
      • [NBT Compound / JSON Object] items
        • [Int Array][String] global_metalness_emissive_roughness_subsurface: The default MERS value to use for items when not defined via texture maps; supports RGBA array or HEX string

Lighting

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Various types of light sources can be customized, which are split into global lighting and local lighting in the ๐Ÿ‘ File directory.png: Sprite image for directory in Minecraft
 lighting and ๐Ÿ‘ File directory.png: Sprite image for directory in Minecraft
 local_lighting directories.[14] Global light settings are defined per biome and require different JSON files for each biome or set of biomes and need to be specified in ๐Ÿ‘ File file.png: Sprite image for file in Minecraft
 biome.client_biome.json. Local light settings are applied for individual blocks specified in one global file. Local lighting currently only includes point lights, while global lighting includes directional lights, emissive textures, ambient light, and sky light.

Most global light settings support multiple key frames to adjust them with the daylight cycle.

  • Directional lighting includes the sun and moon (orbital), and End flash. For each object, the total brightness can be adjusted, and the color of that lighting. This affects the sky and atmospheric scattering, and all objects lit by the directional light source, which are both also affected by texture sets, atmospheric settings, and color grading.
    • For the sun and the moon, the orbital offset can be customized, which affects how the orbit is rotated towards the south (can be rotated 360 degrees). This can also be key framed, which allows to customize the position of the sun and moon depending on the in-game time, to fully control their positions.
      ๐Ÿ‘ Image
      A custom orbital offset. The moon's orbit is mirrored around the south, in this situation in the bottom-right.
  • Emissive lights are produced by blocks, entities, and particles with emissive pixels in their texture set. The desaturation of the color of the pixel can be adjusted per biome.
    ๐Ÿ‘ Image
    Several mobs with a high emissive desaturation value
  • Ambient lighting is always applied and makes blocks visible when there are no other light sources. The strength and color of this light can be adjusted.
  • Sky lighting is applied to surfaces exposed to the sky. The intensity can be adjusted, which affects how dark shadows are compared to surfaces lit by directional lighting.
  • Static lights are local light sources set per block. They do not create specular highlights or dynamic shadows and are fixed in space and in brightness. It can only be used by blocks with "regular" lighting, which affects the strength. The color of this static light can be customized. When multiple static lights with different colors are overlapping in an area, the total luminance will add up.
  • Point lights are local directional light sources in blocks, only available in the "Render Dragon Features for Creators" experiment in Minecraft Preview/beta. Point lights are created by a single point in the center of the block, with a specific color similar to the color for global directional lighting. Static lights are automatically also added to blocks with point lighting. The strength of the point light is affected by the block lighting of the block.

global.json format

The global.json file does not override any vanilla lighting settings for non-custom biomes, each biome type requires its own JSON file such as cold_lighting.json.
  • [NBT Compound / JSON Object] The root tag
    • [String] format_version:[a] The 3-part schema version used in the file, requires "1.26.0" for all current features.
    • [NBT Compound / JSON Object] minecraft:lighting_settings
      • [NBT Compound / JSON Object] description
      • [NBT Compound / JSON Object] directional_lights
        • [NBT Compound / JSON Object] orbital
          • [NBT Compound / JSON Object] sun
            • [NBT Compound / JSON Object][Float] illuminance: The brightness of the sun in lux. When 0, the sun disappears.
            • [NBT Compound / JSON Object][Int Array][String] color: The color that the sun contributes to direct surface lighting; supports RGB array or HEX string.
          • [NBT Compound / JSON Object] moon
            • [NBT Compound / JSON Object][Float] illuminance: The brightness of the moon in lux. When 0, the moon disappears.
            • [NBT Compound / JSON Object][Int Array][String] color: The color that the moon contributes to direct surface lighting; supports RGB array or HEX string.
          • [NBT Compound / JSON Object][Float] orbital_offset_degrees: The rotational offset of the sun and moon from their standard orbital axis; measured in degrees.
        • [NBT Compound / JSON Object] flash
          • [NBT Compound / JSON Object][Float] illuminance:[a] The brightness of the End flash in lux. When 0, no flashes are visible.
          • [NBT Compound / JSON Object][Int Array][String] color: The color that the End flash contributes to surface lighting; supports RGB array or HEX string.
      • [NBT Compound / JSON Object] emissive
        • [Float] desaturation: The amount of desaturation to apply to albedo color values during emissive light calculation between 0.0 (full color) and 1.0 (white).
      • [NBT Compound / JSON Object] ambient
        • [NBT Compound / JSON Object][Float] illuminance: The brightness of ambient lighting in lux.
        • [NBT Compound / JSON Object][Int Array][String] color: The color that the ambient light contributes to surface lighting; supports RGB array or HEX string.
      • [NBT Compound / JSON Object] sky
        • [NBT Compound / JSON Object][Float] intensity: Scales how much energy the sky contributes to lighting between 0.0 and 1.0.

local_lighting.json format

The point_light type is only available in the "Render Dragon Features for Creators" experiment. Existing light settings can be changed in the Editor, which includes most blocks when the experiment is enabled. Adding new blocks requires to import custom JSON settings.

  • [NBT Compound / JSON Object] The root tag
    • [String] format_version: The 3-part schema version used in the file, requires "1.21.120" for all current features.
    • [NBT Compound / JSON Object] minecraft:point_light_settings
      • [NBT Compound / JSON Object] block identifier: The identifier of the block, with a namespace.
        • [Int Array][String] light_color: The color of the point light or static light; supports RGB array or HEX string.
        • [String] light_type: The type of local lighting applied for this block, either "static_light" or "point_light".

Atmospherics

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The colors and some other values for the sky can be changed in ๐Ÿ‘ File directory.png: Sprite image for directory in Minecraft
 atmospherics.[19] The atmospheric effects include separate horizon and zenith colors, and mie scattering. The horizon and zenith colors blend into each other depending on the specified heights for both colors. Rayleigh scattering affects global illumination of the horizon and zenith. Mie scattering, created by the sun and moon, can also specify a height and shape.

All atmospherics settings can be key framed to dynamically change effects with the daylight cycle.

๐Ÿ‘ Image
All aspects from the atmospheric sky. Colors from objects and sunlight, and the intensities have been adjusted to show them more clearly.

atmospherics.json format

  • [NBT Compound / JSON Object] The root tag
    • [String] format_version:[a] The 3-part schema version used in the file, requires "1.21.40".
    • [NBT Compound / JSON Object] minecraft:atmosphere_settings
      • [NBT Compound / JSON Object] description
      • [NBT Compound / JSON Object][Float] rayleigh_strength: How strong the atmosphere's rayleigh scattering term is, which affects how particles larger or smaller than the light ray's wavelength scatter the light. Functionally, this illuminates the base atmosphere with the zenith and horizon colors. Rayleigh scattering does not affect mie scattering or volumetric fog.
      • [NBT Compound / JSON Object][Float] sun_mie_strength: How strong the mie scattering term from the sun and End flash is, which affects how particles from the same size as the light ray's wavelength scatter the light. Functionally, this illuminates the atmosphere with the light color and brightness from the sun blended with the atmosphere, shaped in a sphere around the horizon, cut off at 90ยฐ from the sun.
      • [NBT Compound / JSON Object][Float] moon_mie_strength: How strong the moon's mie scattering term is.
      • [NBT Compound / JSON Object][Float] sun_glare_shape: How the lobe of the mie scattering is shaped. A value of 0 sets mie scattering in a sphere similar to (but independent from) the horizon, higher values decrease the effect while shaping it more around the sun.
      • [NBT Compound / JSON Object] horizon_blend_stops: This affects how the atmosphere is divided for the atmospheric effects.
        • [NBT Compound / JSON Object][Float] min: The absolute minimum height where the horizon and mie scattering starts blending with the zenith.
        • [NBT Compound / JSON Object][Float] start: The absolute maximum height where the zenith starts blending with the horizon. How larger the difference is with the minimum height, how larger the blending space will be. If this height is lower than the minimum horizon height, the position of the horizon and zenith will be swapped.
        • [NBT Compound / JSON Object][Float] mie_start: The absolute maximum where mie scattering starts blending with the zenith. How larger the difference is with the minimum height, how larger the blending space will be. If this height is lower than the minimum horizon height, mie scattering will be inverted.
        • [NBT Compound / JSON Object][Float] max: This controls how far blending with zenith continues inside the horizon below the minimum height. Higher values lower the absolute (opaque) horizon height, including mie scattering. When the horizon or mie scattering is inverted, the scaling of this effect is also inverted.
      • [NBT Compound / JSON Object][Int Array][String] sky_zenith_color: The base color of the zenith region of the atmosphere; supports RGB array or HEX string.
      • [NBT Compound / JSON Object][Int Array][String] sky_horizon_color: The base color of the horizon region of the atmosphere; supports RGB array or HEX string

The fog in Vibrant Visuals can be customized per biome in the same JSON file as regular fog in ๐Ÿ‘ File directory.png: Sprite image for directory in Minecraft
 fogs, and using the /fog command.[37] However, Vibrant Visuals has some options for more complex volumetric fog and Henyey-Greenstein G.[20]

The density of volumetric fog can be adjusted, either for specified heights or every height, for each block where fog occurs in different situations (air, water, lava). For fog in the air, clouds, or water, the color of the fog can be specified. Finally, Vibrant Visuals allows to change light shafts inside fog for water and air. All fog settings are optional, if not specified they will equal to lower settings in the fog stack, first global values and then default values.

All volumetric fog settings can be key framed to let effects change with the daylight cycle.

For all settings and the JSON format, see Fog definition. None of the fog settings are accessible in the Editor.

Color grading

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Configurations for color grading and tone mapping can be adjusted for various situations and colors, making the final look of the scene fully customizable.[22] Both post-processing effects are configured in JSON file per biome in the ๐Ÿ‘ File directory.png: Sprite image for directory in Minecraft
 color_grading directory.

Color grading is split into three scales based on lighting applied to the objects, and there is an additional temperature grading option. The highlight parameters are applied to the brightest pixels, the shadows to the darkest pixels, and midtones to pixels close to the average luminance of a scene. Highlights and shadows need to be enabled for specified color grading, otherwise the midtone parameters will be applied to all pixels as a global setting. The minimum brightness of the highlights and maximum brightness of the shadows affect which pixels are considered highlights and shadows instead of midtones.

For each color grading parameter, different values for each RGB color can be specified.

  • The contrast affects the pixels with different luminances from the average luminance. Higher contrast values will increase brightness of highlights and darken shadows, while lower contrast values result in a more gray image with less differences in color and brightness.
  • Gain affects the luminance intensity of the whole image, regardless of the luminance of a pixel.
  • Similar to gain, the gamma affects the overall luminance intensity of all pixels, but after all other post-processing effects have been applied.
  • The offset adjusts the intensity of pixels based on the average luminance of the scene, which is added to all pixels and has a stronger effect on brighter pixels than darker pixels.
  • Saturation changes the intensity of colors apart from their luminance. Higher values increase the intensity, while lower values result in a grayscale image.

Finally, the temperature can be adjusted for the whole image, affecting how "warm" (yellow/orange) or "cool" (blue) the scene becomes. The type of temperature grading can be inverted, to make higher temperatures result in a warmer or cooler image.

The tone mapping effect cannot be customized for individual curves, but there are six operators that can be selected. Reinhard is a generic operator which looks good in low-contrast scenes and has a lower quality for higher luminances. Reinhard Luma is an extended variant that preserves details in low dynamic range regions, and Reinhard Luminance is a variant that preserves colors in higher luminance regions.

There are also filmic tone mapping operators, which emulate real-life film and work best when other Vibrant Visuals configurations are based on physically accurate values. Hable and ACES are filmic operators which preserve subtle differences in extremely dark or bright scenes, but come at a higher performance cost. Mojang Studios has developed a generic filmic tone mapping curve which preserves a bit more hue saturation at high luminance regions.

color_grading.json format

  • [NBT Compound / JSON Object] The root tag
    • [String] format_version:[a] The 3-part schema version used in the file, requires "1.21.90" for all current features.
    • [NBT Compound / JSON Object] minecraft:color_grading_settings
      • [NBT Compound / JSON Object] description
      • [NBT Compound / JSON Object] color_grading
        • [NBT Compound / JSON Object] midtones: Color grading parameters of all pixels that are not considered highlights or shadows, if they are enabled.
          • [NBT List / JSON Array][Float] contrast: The contrast between 0.0 and 4.0, per RGB channel.
          • [NBT List / JSON Array][Float] gain: The gain between 0.0 and 10.0, per RGB channel.
          • [NBT List / JSON Array][Float] gamma: The gamma between 0.0 and 4.0, per RGB channel.
          • [NBT List / JSON Array][Float] offset: The offset between -1.0 and 1.0, per RGB channel.
          • [NBT List / JSON Array][Float] saturation: The saturation between 0.0 and 10.0, per RGB channel.
        • [NBT Compound / JSON Object] highlights: Color grading parameters of all brighter pixels.
          • [Boolean] enabled: Whether the following parameters are applied to highlights, or if they should follow the midtone parameters.
          • [Float] highlightsMin: The darkest pixels considered highlights, between 1.0 and 4.0. 1.0 is equal to the average luminance, and higher values will cause the minimum required luminance value for a pixel to be considered a highlight to rise.
          • [NBT List / JSON Array][Float] contrast: The contrast between 0.0 and 4.0, per RGB channel.
          • [NBT List / JSON Array][Float] gain: The gain between 0.0 and 10.0, per RGB channel.
          • [NBT List / JSON Array][Float] gamma: The gamma between 0.0 and 4.0, per RGB channel.
          • [NBT List / JSON Array][Float] offset: The offset between -1.0 and 1.0, per RGB channel.
          • [NBT List / JSON Array][Float] saturation: The saturation between 0.0 and 10.0, per RGB channel.
        • [NBT Compound / JSON Object] shadows: Color grading parameters of all darker pixels.
          • [Boolean] enabled: Whether the following parameters are applied to shadows, or if they should follow the midtone parameters.
          • [Float] shadowsMax: The brightest pixels considered shadows, between 0.1 and 1.0. 1.0 is equal to the average luminance, lower values will cause the maximum required luminance value for a pixel to be considered a shadow to drop.
          • [NBT List / JSON Array][Float] contrast: The contrast between 0.0 and 4.0, per RGB channel.
          • [NBT List / JSON Array][Float] gain: The gain between 0.0 and 10.0, per RGB channel.
          • [NBT List / JSON Array][Float] gamma: The gamma between 0.0 and 4.0, per RGB channel.
          • [NBT List / JSON Array][Float] offset: The offset between -1.0 and 1.0, per RGB channel.
          • [NBT List / JSON Array][Float] saturation: The saturation between 0.0 and 10.0, per RGB channel.
        • [NBT Compound / JSON Object] temperature
          • [Boolean] enabled: Whether temperature-based color grading is applied.
          • [Float] temperature: The temperature of the image, between 1000 and 15000 Kelvin.
          • [String] type: The type of temperature grading used, either "white_balance" (higher temperatures result in cooler image) or "color_temperature" (higher temperatures result in warmer image).
      • [NBT Compound / JSON Object] tone_mapping
        • [String] operator: The operator used for tone mapping. This can be "reinhard", "reinhard_luma", "reinhard_luminance", "hable", "aces", or "generic".

Cubemaps

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Cubemaps are six 2D textures always rendered around the player which are affected by directional, ambient, and sky lighting, and scattering.[15] They can be customized in ๐Ÿ‘ File directory.png: Sprite image for directory in Minecraft
 cubemaps for each biome or set of biomes. Custom cubemaps only affect the Overworld, the cubemap used in the End sky is unaffected.

The influence of each type of light on the cubemap can be customized, but it is always dependent of the biome's lighting settings and which types of lighting are currently applied. Cubemaps can be affected by two types of scattering. Depending on whether the cubemap contains objects in the sky (such as clouds), or in space (such as stars), atmospheric scattering should be turned on or off, respectively. Volumetric scattering lets fog and light shafts affect the cubemap, for objects close to the surface.

cubemap.json format

  • [NBT Compound / JSON Object] The root tag
    • [String] format_version:[a] The 3-part schema version used in the file, requires "1.21.130" for all current features.
    • [NBT Compound / JSON Object] minecraft:cubemap_settings
      • [NBT Compound / JSON Object] description
      • [NBT Compound / JSON Object] lighting
        • [NBT Compound / JSON Object][Float] ambient_light_illuminance: The amount of fixed ambient light applied to the cubemap. Can be set between 0.0 and 100000.0 (ambient light), and can also be key framed to change effects with the daylight cycle. Default value is 5.625 for all times of day.
        • [Float] sky_light_contribution: Contribution of the sky light. It should be between 0.0 and 1.0 (default).
        • [Float] directional_light_contribution: Contribution of the directional light. It should be between 0.0 (default) and 1.0.
        • [Boolean] affected_by_atmospheric_scattering: Whether the cubemap is affected by atmospheric scattering (mie and rayleigh), false by default.
        • [Boolean] affected_by_volumetric_scattering: Whether the cubemap is affected by volumetric scattering (fog and light shafts), true by default.

Shadows

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๐Ÿ‘ Image
A comparison of blocky (top) and soft shadows (bottom)

There are two settings for shadows created by blocks, entities, and some other objects.[38] They can be changed with a JSON file in ๐Ÿ‘ File directory.png: Sprite image for directory in Minecraft
 shadows and are applied globally.

  • The shadow style affects which type of shadows are rendered. This can be soft, which is often used in third-party shaders and other video games, or blocky, which is used in default Vibrant Visuals. Both types are affected by the shape of the object casting the shadows.
  • The texel size represents the resolution in texture to which shadows will be quantized. For the best effect, this should be the same as the pixel resolution used for block textures, which makes shadows align with the pixel grid.

global.json format

  • [NBT Compound / JSON Object] The root tag
    • [String] format_version:[a] The 3-part schema version used in the file, requires "1.21.80" for all current features.
    • [NBT Compound / JSON Object] minecraft:shadow_settings
      • [String] shadow_style: The type of shadows to use, either "blocky_shadows" (default) or "soft_shadows".
      • [Int] texel_size: The resolution in pixels to snap shadow texels to, defaults to 16.

Water

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๐Ÿ‘ Image
Different particle concentrations create colored water fog. Clockwise from top-left: default water, medium CDOM, medium suspended sediment, and low chlorophyll values.
๐Ÿ‘ Image
Animated water waves enabled with a resource pack. This pack uses the default settings for waves.

Water effects can be customized per biome or for default water in the ๐Ÿ‘ File directory.png: Sprite image for directory in Minecraft
 water directory.[23] Instead of blending the effects per biome based on the camera's location, the water color is set for the location of the water block in the world, meaning that multiple biome effects for water can be observed at once.

There are three elements that can be customized: particle concentrations, waves, and caustics.

  • Particle concentrations affect the fog color and underwater light scattering. There are three particle concentrations in mg/L, which aren't used in default Vibrant Visuals:
    • CDOM produces yellow to yellow-brown collors. Low values result in a fresh, blue appearance, like real-life oceans, and rivers have higher CDOM and more colored water.
    • Chlorophyll produces green colors, which varies based on the temperature in real life.
    • Suspended sediment produces red to red-brown colors, which appears more in real-life rivers.
  • Waves are animations on the surface of water, disabled in default Vibrant Visuals. They can partially replace the water surface texture by actual three-dimensional textures, but this doesn't affect gameplay. Waves can be customized with various settings, which affect speed variations, smoother or sharper shapes, the amount of waves (and variations) per block, and the height of waves. Individual wave animations can blend into each other and pull into larger waves, which can be customized.
  • Caustics are animated textures projected on any object surfaces behind a water surface when directional lighting hits the surface, which are enabled by default. The caustics use an internal texture with 64 frames of animation, but this can be changed to any custom texture. The speed of the animation (frame length) and scale can be customized, and the intensity can be increased.
  • The biome's water color is ignored by default in Vibrant Visuals, but the contribution of the regular water color to the fog can be increased. Depending on the setting, water fog and scatttering will be tinted with a color specified in the client biome file, which is applied prior to the effects from particle concentrations.

water.json format

  • [NBT Compound / JSON Object] The root tag
    • [String] format_version:[a] The 3-part schema version used in the file, requires "1.26.0" for all current features.
    • [NBT Compound / JSON Object] minecraft:water_settings
      • [NBT Compound / JSON Object] description
      • [NBT Compound / JSON Object] particle_concentrations
        • [Float] cdom: Concentration of chromophoric dissolved organic matter which produce yellow/yellow-brown colors. Can be set between 0.0 (default) and 15.0.
        • [Float] chlorophyll: Concentration of chlorophyll which produces green colors. Can be set between 0.0 (default) and 10.0.
        • [Float] suspended_sediment: Concentration of suspended sediment which produces red/red-brown colors. Can be set between 0.0 (default) and 300.0.
      • [NBT Compound / JSON Object] waves
        • [Boolean] enabled: Whether waves are on or off (default).
        • [Float] depth: Controls the amount of wave displacement. Can be set between 0.0 and 3.0, defaults to 1.
        • [Float] direction_increment: Controls how much the heading changes between each octave. Can be set between 0.0 and 360.0.
        • [Float] frequency: Controls the size of individual waves; higher values create more tightly packed waves. Can be set between 0.01 and 3.0, defaults to 1.
        • [Float] frequency_scaling: Controls how much frequencies change in subsequent octaves. Can be set between 0.0 and 2.0, defaults to 1.2000000476837158.
        • [Float] mix: Controls how much each octave will blend into the neighboring octave. Can be set between 0.0 and 1.0, defaults to 0.20000000298023224.
        • [Int] octaves: Determines how many layers of waves to simulate; high values result in more complex waves. Can be set between 1 and 30, defaults to 28.
        • [Float] pull: Controls how much smaller waves are pulled into larger ones. Can be set between -1.0 and 1.0, defaults to 0.3799999952316284.
        • [Float] sampleWidth: Controls the resolutions of the fractal effect; higher values result in smoother waves. Can be set between 0.01 and 1.0.
        • [Float] shape. Adjusts the shape of the wave. Can be set between 1.0 and 10.0, defaults to 1.5.
        • [Float] speed: Controls the starting speed of the first waves. Can be set between 0.01 and 10.0, defaults to 2.
        • [Float] speed_scaling: Controls how much faster/slower subsequent octaves move. Can be set between 0.0 and 2.0, defaults to 1.0299999713897705.
      • [NBT Compound / JSON Object] caustics
        • [Boolean] enabled: Whether caustics are on (default) or off.
        • [Float] frame_length: How many seconds to spend on each frame of animation in the caustics texture. Can be set between 0.01 and 5.0, defaults to 0.09.
        • [Int] power: Controls how bright the caustics effect appears. Can be set between 1 (default) and 6.
        • [Float] scale: Controls the size of the repetition of the caustics texture. Can be set between 0.1 and 5.0, defaults to 0.5.
        • [String] texture:[a] Resource location of a custom caustics texture, which defaults to the internal caustics.png.
      • [Float] biome_water_color_contribution: Controls the contribution of the water surface color applied by the biome. Can be set between 0.0 (default) and 1.0.
  1. โ†‘ a b c d e f g h i j k l m Not customizable in Bedrock Editor

Quotes

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Explore a more vibrant Overworld with Minecraft's official visual refresh โ€“ now available on compatible Bedrock Edition devices!* Soar with your happy ghast towards the sunrise, descend into shadowy depths, or simply enjoy the vivid beauty of each biome.

โ€” minecraft.net on Vibrant Visuals

Vibrant visuals for a richer, more immersive look.

โ€” Description of Vibrant Visuals in the video settings

Sounds

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Sounds
SoundClosed captionsSourceDescriptionIdentifierTranslation keyVolumePitch
โ€‹End Flash rumblesWeatherWhen an End flash occursambient.weather.the_end_light_flashsubtitles.weather.end_flashโ€‹6.2500.80โ€“1.0

Videos

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A video announcing and displaying various aspects of Vibrant Visuals
Showcase of Vibrant Visuals with developer commentary
An unlisted video showing Minecraft gameplay with Vibrant Visuals
Announcement of Vibrant Visuals in supported Marketplace packs

History

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Announcement

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Vibrant Visuals was revealed at Minecraft LIVE โ€“ March 2025, planned for Bedrock Edition in the coming months, with more improvements over the next few years.[39][40][24] On June 9, 2026, support for Nintendo Switch 2 was announced.[1]

It is planned to come to Java Edition in the future, but without colored lighting.[41] Developers are rewriting the rendering code before Vibrant Visuals will be added to all Java Edition supported devices.[2] In order to implement more graphical features and sustain compatibility with macOS, the game will switch from OpenGL to the Vulkan graphics API in the summer of 2026, which can be toggled in-game until development is ready.[4]

Deferred Technical Preview

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๐Ÿ‘ Image
The first image of the deferred technical preview

Before Vibrant Visuals was released, the deferred rendering engine was available behind the "Render Dragon Features for Creators" experiment in Minecraft Preview/beta. This was built on the features for ray tracing, and gradually developed more exclusive rendering features.[42] Unlike Vibrant Visuals, Mojang Studios did not provide any default configurations and textures, meaning that it needed to be configured first through resource packs, similar to ray tracing.

Since the vanilla implementation of Vibrant Visuals, the experimental deferred lighting mode has been merged with the graphics upgrade. However, the experiment is still used for other deferred rendering features that are not implemented in Vibrant Visuals, such as colored lighting.

Bedrock Edition
Preview 1.20.30.20Added experimental support for deferred rendering in resource packs, under the placeholder name of "Deferred Technical Preview". It adds directional lighting, shadows, bloom, tone mapping, and works with the same PBR features and textures as ray tracing. It is available for Windows, Xbox, and Android, and does not contain any default configurations. More features and supported platforms are planned.
It is enabled when loading a world with the experiment and resource pack enabled, classic graphics and ray tracing can be toggled by pressing .
Preview 1.20.30.24Smooth Lighting and Beatiful Skies options now only appear in the Simple and Fancy graphics options, and no longer affect visuals in deferred or ray traced graphics modes.
Removed Bloom option from Simple, Fancy, and Ray Traced graphics options
Preview 1.20.40.20Soul torches are now treated as point lights.
Point lights and colors are now data-driven and customizable via resource packs.
Improved chunk rendering performance.
beta 1.20.40.22Disabled deferred technical preview on Android devices without support for compute shaders.
Preview 1.20.60.21Added volumetric fog and light shafts.
Preview 1.20.60.22Adjusted the falloff of point light sources to use a square, Manhattan-based distance metric.
Tinted ambient light color with point light color for better multi-colored lighting over large distances.
Preview 1.20.70.21Enabled the Deferred Technical Preview for iOS and iPadOS devices.
Added point light shadows, which allows point light sources to cast shadows.
Preview 1.20.80.20Added a dedicated quality slider for Point Light Shadows in the Deferred Video Settings menu.
Added subsurface scattering as a new feature to the lighting model, currently only affecting leaves.
Increased the contrast and saturation of the world.
Preview 1.20.80.22Added sky reflections for blocks, which will reflect the sky depending on roughness and other surface properties.
Preview 1.21.0.20Extended texture set support to particles.
Preview 1.21.0.22Added color grading and tone mapping, which allows resource packs to define their own color post processing for conveying distinct moods and themes.
Added a "Remove Texture Limit" option, which makes the game load all textures until the system exhausts all available graphics memory, instead of applying the missing texture.
Added light pre-exposure, which allows to specify sun or atmospheric intensities with values larger than 65,000.
Preview 1.21.10.20Volumetric fog density settings are now supported for weather when a format version of 1.21.0 or higher is specified.
Preview 1.21.10.22Added a brightness calibration screen to the deferred graphics settings.
Editor 0.6.7Added Deferred Lighting Settings to Bedrock Editor, which can be accessed in worlds with deferred lighting.
It has panels for atmospherics, global illumination, and color grading settings.
After configuration, the JSON contents of each setting can be copied to the clipboard and pasted in resource packs.
Preview 1.21.20.22Extended texture set support to items.
Added the new bio-optical lighting model for water, which is not data-driven yet.
Added screen space reflections, which are included as part of the Reflections quality slider in the deferred graphics settings menu. On mobile devices, screen space reflections are only available when running at Ultra settings.
Editor 0.6.8Global Illumation can now be changed in the Deferred Lighting Settings.
Added localized field names in the property editor dropdown.
Preview 1.21.20.24Removed support for iOS or iPadOS devices older than the iPhone 8, iPad (8th generation), or iPad mini (5th generation).
Preview 1.21.30.21Added the ability to data-drive subsurface scattering via texture sets.
Changed the color grading JSON schema to now require explicit enabling of highlight and shadow specific color grading settings.
Added the ability to data-drive emissive desaturation.
Added support for enchanted items in texture sets.
Reduced the smudging or "ghosting" artifacts that would occur when swinging the item in the playerโ€™s hand with Upscaling enabled.
Editor 0.6.10Added highlight and shadow color grading controls to the Editor's Deferred Graphics Settings.
Preview 1.21.30.22Added the ability to data-drive water parameters.
Added a new realistic waves feature, which must be opted into via a resource pack and will not be enabled by default.
Editor 0.6.11Added the water settings to the Deferred Lighting Settings.
Preview 1.21.40.20Removed the dark aura around the moon.
Preview 1.21.40.21Added a slider in the Deferred Graphics Settings for controlling the upscaling resolution factor.
Improved lighting for maps when held in hand and when placed in item frames.
Preview 1.21.40.22Updated some JSON schemas for Deferred Technical Preview resource packs. Some files are now split or relocated and require a format version of 1.21.40.
Preview 1.21.40.23Added the ability to data-drive ambient lighting.
Preview 1.21.50.20End portals now cast shadows.
Improved the visibility of reflective surfaces when underground.
Slightly reduced the intensity of the wrapping effect of subsurface scattering.
Preview 1.21.60.21Subsurface scattering is now affected by point lights.
Added a new radio button to allow players to select if they want to set the deferred video settings to predefined values for favor performance or favor visuals.
Preview 1.21.60.23Add bilinear upscaling option.
Enabled the Deferred Technical Preview for PlayStation 5 and PlayStation 4 in Preview.
Preview 1.21.70.20Added support for controlling the intensity of sky light, which affects both the contribution of legacy sky lighting as well as sky reflections.
Improved the quality of screen space reflections, specifically cases where holes would appear in reflections at certain angles.
Preview 1.21.70.24Added 4 optional components to the Client Biome JSON 1.21.70 Schema, used for the deferred technical preview: atmospherics, color_grading, lighting, and water. Identifiers can now be specified per biome to apply different configurations for these features, otherwise the global configurations will be applied.
Preview 1.21.70.25Reduced emissive intensity by a factor of 15.
Adjusted air and fog densities for volumetric scattering for more visible light rays.
Made slight adjustments to auto exposure and eye adaptation.
Preview 1.21.80.20Added caustics to bodies of water, which is enabled by default, and can be further controlled by resource packs.
Modified exposure to preserve details in scenes with high contrast in lighting (i.e., local exposure).
Improved the lighting handoff between the sun and moon at sunrise and sunset.
Made some slight adjustments to volumetric fog density, the sky probe strength and the emissive brightness of the sun and moon sprites
Introduced new 'Off' option to the Point Light Quality slider to fully disable analytical point light evaluation.
Preview 1.21.80.21Enforced minimum Android, iOS, and iPadOS requirements for devices running the Deferred Technical Preview for maintained performance, stability, and visuals moving forward.
Disabled local exposure on all platforms because of a bug that can cause massive visual corruption. Developers will re-enable the technology in a future update once the issue has been resolved.
Preview 1.21.80.22Disabled splitscreen for the Deferred Technical Preview. Deferred/Ray Tracing modes are not available in the video menu during splitscreen sessions, and starting a split screen session while in one of these modes will force the game back to Fancy mode.
Preview 1.21.80.25The deferred technical preview now enables all features from Vibrant Visuals. The "Render Dragon Features for Creators" experiment is now only used for experimental changes outside of default Vibrant Visuals.
Preview 1.21.120.20Deprecated point_lights/global.json in favor of a new file and schema, local_lighting/local_lighting.json.
Extended per-block local lighting information to include a light_type which can be either static_light (unused) or point_light.
The light_color property is now optional. If unprovided, the block will use a fallback light color instead.
Added vanilla light colors for most light-emitting blocks that are not point lights, defined as static lights in the file but not customizable yet. Colored lighting is not available on Android/PlayStation while issues are sorted out.
Preview 1.21.120.21Updated point light tracking to be able to link to custom blocks.
Preview 1.21.130.27Added the ability to customize static light colors.
Preview 26.0.23The colors of block lights have been slightly adjusted. Previous colors:
Block Color[note 2]
๐Ÿ‘ Image
Redstone Torch

 #df6a59
๐Ÿ‘ Image
Deepslate Redstone Ore
๐Ÿ‘ Image
Redstone Ore
๐Ÿ‘ Image
Torch

 #f9c69b
๐Ÿ‘ Image
Lantern
๐Ÿ‘ Image
Fire
๐Ÿ‘ Image
Campfire
๐Ÿ‘ Image
Copper Lantern
(all oxidized and waxed variants)

 #f3dfc5
๐Ÿ‘ Image
Redstone Lamp
๐Ÿ‘ Image
Copper Bulb
๐Ÿ‘ Image
Firefly Bush
๐Ÿ‘ Image
Candle

 #e8b869
๐Ÿ‘ Image
Candle Cake
๐Ÿ‘ Image
Jack o'Lantern
๐Ÿ‘ Image
Lava
๐Ÿ‘ Image
Shroomlight
๐Ÿ‘ Image
Cave Vines
๐Ÿ‘ Image
Vault
๐Ÿ‘ Image
Trial Spawner
๐Ÿ‘ Image
Magma Block
๐Ÿ‘ Image
Ochre Froglight

 #fcf7cd
๐Ÿ‘ Image
Verdant Froglight

 #d8f8db
๐Ÿ‘ Image
Glow Lichen
๐Ÿ‘ Image
Copper Torch

 #b9e397
๐Ÿ‘ Image
Copper Lantern
(unwaxed, unaffected)
๐Ÿ‘ Image
Sea Pickle

 #d4ece8
๐Ÿ‘ Image
Sea Lantern
๐Ÿ‘ Image
Soul Lantern

 #75ebf2
๐Ÿ‘ Image
Soul Torch
๐Ÿ‘ Image
Soul Campfire
๐Ÿ‘ Image
Soul Fire
๐Ÿ‘ Image
Sculk Catalyst
๐Ÿ‘ Image
Sculk Sensor
๐Ÿ‘ Image
End Gateway

 #a6a9d5
๐Ÿ‘ Image
End Portal
๐Ÿ‘ Image
Respawn Anchor

 #cb72f5
๐Ÿ‘ Image
Nether Portal
๐Ÿ‘ Image
Crying Obsidian
๐Ÿ‘ Image
Enchanting Table
๐Ÿ‘ Image
Amethyst Cluster

 #d9a1f3
๐Ÿ‘ Image
End Rod

 #ecabee
๐Ÿ‘ Image
Pearlescent Froglight
Preview 26.0.28Added Android/PlayStation support for colored block lighting.
Preview 26.10.23Removed the legacy point_lights/global.json configuration file.
Preview 26.20.20Point lights no longer fade out when past a certain distance from the camera.
Preview 26.20.22Migrated colored block light storage to the GPU.
Colored block lights now influence volumetric fog.
Preview 26.20.26Added static light shading to weather.
Preview 26.30.25Point lights are now disabled on Android, PlayStation 4, and Xbox One.[note 17]
Preview 26.40.20Updated point lights to use a shadow atlas, improving performance and update rate while making them look similar as before.
Preview 26.40.22Removed the Point Light Shadow Quality slider and merged its functionality into the Point Light Quality slider.

Bedrock Edition

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Bedrock Edition
1.21.80
Experiment
Preview 1.21.80.25Added Vibrant Visuals, which can be enabled in worlds with the experiment enabled from a new "Graphics Mode" dropdown. It adds default configurations and textures for deferred lighting, and End flashes. Point lighting is not included.
Added a new lighting model for clouds, which can not be configured at this time.
Increased the range of cloud rendering.
Added pixelated reflections and shadows, which will cause them to align to the texel grid of textures in the world. Shadows are data-driven and the style and texel size can be customized.
๐Ÿ‘ Image
Added a unique pattern of clouds for when Vibrant Visuals is turned on.
Preview 1.21.80.27Re-enabled local exposure on all platforms.
Preview 1.21.80.28The illuminance and color of End flashes can now be customized.
1.21.90Preview 1.21.90.20Vibrant Visuals is now available without using its respective experimental toggle.
Vibrant Visuals is now the default graphics mode on devices that support it.
Added the ability to data-drive some of the Vibrant Visuals-related settings per biome. Creators can provide multiple versions of atmospherics, color grading, lighting and/or water configurations as long as each has a unique identifier and file name. The reserved JSON names for each group of settings (e.g., lighting/global.json) will continue to function as before. Creators can utilize the identifiers in client biome JSON files to connect particular rendering settings to a given biome. Certain parameters, such as tone mapping operators, caustics and wave simulation on/off cannot be customized per biome at this time. Parameters will be spatially blended as players move between biomes.
Increased back-scattering of light underwater.
Cloud shadows no longer pop in and out of view when looking around on Android devices.
Paintings now render with correct PBR properties, shadows and illumination.
Added MERS texture support for signs.
Added new texture assets for trims, particles, spawn eggs, water and dark oak boats.
Changed the appearance of metals, cave vines, chorus flowers, pumpkins, firefly bushes, and other blocks.
Changed the bee, dolphin, ghast, pig saddle and strider textures.
Preview 1.21.90.23Made glass blocks more reflective.
Tweaked metallics on cauldrons and ancient debris.
Tweaked emissiveness on eyeblossom.
Added emissiveness to the End crystal to match the item.
Added MERS textures for happy ghasts and harnesses.
Adjusted the glow lichen block emissiveness.
Improved Snell's window effect when looking up from underwater.
The End flash is now visible again in the End.
Preview 1.21.90.25Changed shadows in Vibrant Visuals so that they cast further at sunrise and sunset. Prior to this change, shadows were clamped at a 30 degree angle relative to the horizon. This clamp has now been reduced to 10 degrees. This also improves an issue where specular highlights, light rays and volumetric fog were not properly occluded when the sun or moon was behind a mountain at a low angle.
Added temperature grading settings to the color grading JSON files for Vibrant Visuals. Schemas must specify a format version of 1.21.90 to access this new setting.
Particles rendered without the minecraft:particle_appareance_lighting component are now renderered as expected.
Removed the debug feature where ; could be used to toggle between graphics modes.
Editor 0.9.9Added key frame graphs to the Editor's Vibrant Visuals Settings.
Projects are no longer in Vibrant Visuals mode by default and can now be toggled in the settings pane.
Removed point lights from the settings pane when "Render Dragon Features for Creators" is disabled.
Preview 1.21.90.26the_end_light_flash sound effect now triggers when the light flashes in the End dimension.
Customized atmospherics, color grading, fog and lighting for the End, the Nether, the Overworld dimensions and a variety of biomes. Some issues exist with atmospherics in End and Nether dimensions.
Recalibrated all emissiveness values in MERS textures.
Update shadow configurations for "Favor Performance" targets on all Xbox platforms.
Changed the volumetric fog configuration for "Favor Performance" targets on Xbox One and Xbox One X.
Reduced the intensity and speed of the caustics animation.
Increased emissive intensity and adjusted tone mapping parameters.
Added henyey_greenstein_g settings to the fog JSON files, which allows specifying value for both air and water used for light shafts in Vibrant Visuals.
Updated the cloud pattern, and removed the Vibrant Visuals-exclusive pattern.
Editor 0.9.9.9Added functionality to export Vibrant Visuals settings into a resource pack.
Added an optional action bar button for Vibrant Visuals Settings.
Preview 1.21.90.27Temporarily reverted weather-related changes to sky color while some issues are sorted out.
Preview 1.21.90.28Vibrant Visuals is no longer the default graphics mode on Xbox One, Xbox One S, and PlayStation 4.
1.21.100Preview 1.21.100.21Weather events now affect the scene illumination and the color of clouds and sky in Vibrant Visuals.
Changed Reflections configuration for "Favor Performance" preset on Xbox platforms with Vibrant Visuals.
1.21.111Preview 1.21.110.20Updated volumetric fog configs for Windows to have more consistent steps in performance impact, while also maximizing image quality for cost.
Added support for subsurface scattering on particle textures.
The maximum render distance has been increased to 28 chunks for Vibrant Visuals on Windows.
Increased thickness on block selection wireframe to make it more visible in Vibrant Visuals especially with TAAU enabled.
Editor 1.1.0Removed PBR Fallout Settings from the Vibrant Visuals Settings.
1.21.120Preview 1.21.120.20Renamed "Adjust Brightness" to "Adjust Gamma" in the Vibrant Visuals options.
Improved quality of gamma correction on Windows and consoles and fixed the brightness of the creeper textures in the gamma calibration screen.
Added a percentage indicator to the gamma calibration screen as well as a button to reset the gamma to the default state.
Preview 1.21.120.22Added unique biome settings for the dark forest biome.
Reduced the intensity of temperature-based color grading in certain biomes, especially dry biomes.
Slightly reduced contrast across all biomes.
Adjusted the sky color in the End, which is now mostly black and slightly purple at zenith. Before this, it was bright purple at the horizon and black at zenith.
releaseVibrant Visuals is now available for several Marketplace packs, and an official map has been made available for free.[11]
1.21.130Preview 1.21.130.20Added the ability to data-drive cubemap lighting and effects.
Editor 1.1.6Added cubemap controls to the Vibrant Visuals Settings.
Preview 1.21.130.22Introduced scripting module @minecraft/server-graphics to change atmospherics settings.
26.0Preview 26.0.23Introduced new parameter biome_water_color_contribution to the water JSON file, allowing to control the contribution of biome water colors in Vibrant Visuals.
Preview 26.0.27Added the ability to specify ambient light colors and illuminances, and sky light intensity according to the time of day.
Editor 1.2.4Added functionality to edit Vibrant Visuals Settings for each biome.
26.10Preview 26.10.20Static light colors can now be customized in Vibrant Visuals and no longer requires the "Render Dragon Features for Creators" experiment.
Editor 1.2.5Improved performance of Editor in Vibrant Visuals mode by preventing an extra deferred rendering call.
Preview 26.10.23Added static local lighting support for more entities and items, including pistons, moving blocks, signs, beds and chests.
Preview 26.10.25Added static/colorized light shading to particles.
26.20Preview 26.20.20Water settings and the description object for biome identifiers are now required in the 1.26.20 water JSON schema.
Preview 26.20.22Orbital offset can now be customized and will be blended per biome.
Preview 26.20.23minecraft:atmosphere_settings and minecraft:atmosphere_settings/description are now required in the 1.26.20 version of the atmospherics config file.
Accessing atmospherics graphics overrrides through scripting is now done from getBiomeAtmospherics.
26.30Preview 26.30.25Volumetric fog settings can now be key framed in the fog JSON, to change effects with the daylight cycle.
Preview 26.30.28Lighting, color grading, and water settings can now be customized using scripting.
Added per-player control over Vibrant Visuals settings in scripting.
All renderer configurations are now sorted per platform in directories in ๐Ÿ‘ File directory.png: Sprite image for directory in Minecraft
 platform_config, and removed the ChromeOS configurations.
Editor 1.3.9Added a modal to the Editor that allows managing config settings per biome.
Upcoming Bedrock Edition
26.40Preview 26.40.22Clouds, stars, the sun, and the moon are now visible through Snell's window.

Java Edition

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Java Edition
26.2snap1Implemented the Vulkan graphics API on an experimental backend, which can be toggled in the video settings. The game attempts to use Vulkan by default, but falls back to OpenGL if there are issues.
snap8OpenGL is now used by default and the toggle has a warning that Vulkan is experimental and possibly unstable.

Issues

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Issues relating to "Vibrant Visuals" are maintained on the bug tracker. Issues should be reported and viewed there.

Trivia

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๐Ÿ‘ Image
Vibrant Visuals in an old world, with soft shadows, lacking water reflections, and no MERS textures
  • Vibrant Visuals can be enabled in worlds locked in any older version using world templates and the "Render Dragon Features for Creators" experiment or a PBR resource pack. This ignores all resource packs from versions above the world's version, including Vibrant Visuals configurations and textures when set below 1.21.90. This results in interesting behavior for some features, while most others function normally:
    • All MERS textures are ignored, making environments without directional lighting appear identical to classic graphics modes.
    • Atmospherics and lighting configurations are not applied, defaulting to the hard-coded values, and some environmental effects do not appear at all. Sunset and sunrise for example, tint the zenith sky dark blue and the horizon red, much brighter than regular colors.
    • Shadows are not blocky but soft.
    • End flashes still occur, but are not colored and appear white.
    • The End sky is not colored below the horizon, resembling the classic End sky with Night Vision. At zenith however, the sky is tinted dark green/blue.
    • The Nether roof is completely glitched without any light.
    • Reflections or cubemaps don't appear, deep water looks shadow blue.
    • For a moment in the loading world screen before entering the world, the panorama renders with the missing texture.โ€‹[until: BE 26.40]
  • The introduction of Vibrant Visuals added MERS textures for any block, entity, and particle present in all vanilla resources, including unused textures and various old textures kept for backward-compatibility. However, these can never be encountered in-game because loading an old world will ignore the resource packs containing these textures.
  • According to developers, the deferred rendering mode was build on parts from the RTX pipeline and the rendering pipeline from Minecraft Legends since 2020.[44]
  • The vanilla resources contain unused "hot" atmospherics, lighting, and color grading. This generally increases the effects from desert and mesa biomes, but the sky uses a dark blue color instead of turquoise green.
    ๐Ÿ‘ Image
    The unused hot atmospherics, lighting, and color grading settings applied to wooded badlands with a resource pack.
  • In physically based rendering, the block light of a torch is 1262.665039 lumens.[7]

Gallery

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Textures

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See Category:MERS textures for vanilla PBR textures.

Screenshots

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Settings

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Historical screenshots

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Vibrant Visuals announcement

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See also

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Notes

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  1. โ†‘ Except ChromeOS, Fire tablets, Nintendo Switch, and devices without the required specifications. See ยง Availability below.
  2. โ†‘ a b Light blocks not listed here use the default yellow-white.
  3. โ†‘ In this octahedron shape with hypotenuse in blocks, the luminance in lumen is calculated with , therefore the relation between lumen and Minecraft light units is .[7]
  4. โ†‘ Includes the following biomes:
    ๐Ÿ‘ Image
    Jungle

    ๐Ÿ‘ Image
    Jungle Hills

    ๐Ÿ‘ Image
    Modified Jungle

    ๐Ÿ‘ Image
    Bamboo Jungle

    ๐Ÿ‘ Image
    Bamboo Jungle Hills

    ๐Ÿ‘ Image
    Sparse Jungle

    ๐Ÿ‘ Image
    Modified Jungle Edge

    Without humid fog:
    ๐Ÿ‘ Image
    Savanna

    ๐Ÿ‘ Image
    Savanna Plateau

    ๐Ÿ‘ Image
    Windswept Savanna

    ๐Ÿ‘ Image
    Shattered Savanna Plateau

    ๐Ÿ‘ Image
    Stony Peaks
  5. โ†‘ Includes the following biomes:
    ๐Ÿ‘ Image
    Plains

    ๐Ÿ‘ Image
    Sunflower Plains

    ๐Ÿ‘ Image
    Flower Forest

    ๐Ÿ‘ Image
    Cherry Grove

    ๐Ÿ‘ Image
    Meadow

    ๐Ÿ‘ Image
    Forest

    ๐Ÿ‘ Image
    Wooded Hills

    ๐Ÿ‘ Image
    Birch Forest

    ๐Ÿ‘ Image
    Birch Forest Hills

    ๐Ÿ‘ Image
    Old Growth Birch Forest

    ๐Ÿ‘ Image
    Tall Birch Hills

    ๐Ÿ‘ Image
    Stony Shore

    ๐Ÿ‘ Image
    Ocean

    ๐Ÿ‘ Image
    Deep Ocean

    ๐Ÿ‘ Image
    River

    ๐Ÿ‘ Image
    Dripstone Caves

    ๐Ÿ‘ Image
    Deep Dark

    With semi-humid fog:
    ๐Ÿ‘ Image
    Lukewarm Ocean

    ๐Ÿ‘ Image
    Deep Lukewarm Ocean

    ๐Ÿ‘ Image
    Warm Ocean

    ๐Ÿ‘ Image
    Deep Warm Ocean

    ๐Ÿ‘ Image
    Beach
  6. โ†‘ Includes the following biomes:
    ๐Ÿ‘ Image
    Windswept Hills

    ๐Ÿ‘ Image
    Windswept Gravelly Hills

    ๐Ÿ‘ Image
    Mountain Edge

    ๐Ÿ‘ Image
    Cold Ocean

    ๐Ÿ‘ Image
    Deep Cold Ocean

    ๐Ÿ‘ Image
    Grove

    ๐Ÿ‘ Image
    Snowy Slopes

    ๐Ÿ‘ Image
    Jagged Peaks

    With semi-humid fog:
    ๐Ÿ‘ Image
    Taiga

    ๐Ÿ‘ Image
    Taiga Hills

    ๐Ÿ‘ Image
    Taiga Mountains

    ๐Ÿ‘ Image
    Old Growth Pine Taiga

    ๐Ÿ‘ Image
    Giant Tree Taiga Hills

    ๐Ÿ‘ Image
    Old Growth Spruce Taiga

    ๐Ÿ‘ Image
    Giant Spruce Taiga Hills

    ๐Ÿ‘ Image
    Windswept Forest

    ๐Ÿ‘ Image
    Gravelly Mountains+
  7. โ†‘ Includes the following biomes:
    ๐Ÿ‘ Image
    Snowy Plains

    ๐Ÿ‘ Image
    Snowy Mountains

    ๐Ÿ‘ Image
    Snowy Beach

    ๐Ÿ‘ Image
    Frozen Peaks

    ๐Ÿ‘ Image
    Frozen River

    ๐Ÿ‘ Image
    Frozen Ocean

    ๐Ÿ‘ Image
    Deep Frozen Ocean

    ๐Ÿ‘ Image
    Legacy Frozen Ocean

    With semi-humid fog:
    ๐Ÿ‘ Image
    Snowy Taiga

    ๐Ÿ‘ Image
    Snowy Taiga Hills

    ๐Ÿ‘ Image
    Snowy Taiga Mountains
  8. โ†‘ Includes the following biomes:
    ๐Ÿ‘ Image
    Badlands

    ๐Ÿ‘ Image
    Eroded Badlands

    ๐Ÿ‘ Image
    Badlands Plateau

    ๐Ÿ‘ Image
    Modified Badlands Plateau

    ๐Ÿ‘ Image
    Wooded Badlands

    ๐Ÿ‘ Image
    Modified Wooded Badlands Plateau
  9. โ†‘ Applied anywhere behind water surfaces, when the player's eye level is outside water.
  10. โ†‘ If the player's eye level is above water: past any water surface. If the eye level is inside water: anywhere except past a water surface.
  11. โ†‘ Tier 4: Adreno 640 onwards or any Adreno 700 series GPU except ray-tracing capable devices, Mali Valhall arch except ray-tracing capable devices, any Maleoon GPU which does not support ray-tracing, PowerVR A-Series or later, Xclipse 530
    Tier 5: Adreno 740, Adreno X1, and Adreno A32, Mali-G615/Mali-G715/Immortalis models, PowerVR C-Series, Xclipse 920 or later
  12. โ†‘ Every 3 MTL GPU Family number increases from the A7 onward increases the memory tier by 1. Pro variants, and especially M-series SoC, Max, and Ultra variants may increase the tier. Tier 1 is not supported.
  13. โ†‘ Tier 3: Adreno 600 series, Mali Bifrost arch, Nvidia Tegra X series, PowerVR 9000, V3D 7 or later
  14. โ†‘ Does not have point lighting in beta.
  15. โ†‘ a b c d e f Does not have point lighting in Preview.
  16. โ†‘ Requires to enable an additional toggle in "/settings" โ†’ "Experimental" and rejoin the server.
  17. โ†‘ Mojang Studios confirmed that they will be re-enabled on PlayStation 4 and Xbox One after platform limitations related to legacy OpenGL texture limits have been addressed.[43]

References

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  1. โ†‘ a b c "Minecraft is coming to Nintendo Switch 2" by Sophie Austin โ€“ Minecraft.net, June 9, 2026.
  2. โ†‘ a b c "Vibrant Visuals on Java Edition" โ€“ Minecraft.net, April 16, 2025.
  3. โ†‘ a b "The road to Vibrant Visuals on Java" โ€“ Minecraft.net, October 22, 2025.
  4. โ†‘ a b c "Another step towards Vibrant Visuals" โ€“ Minecraft.net, February 18, 2026.
  5. โ†‘ "The Chase the Clouds Update is here!" โ€“ Minecraft Education, July 22, 2025.
  6. โ†‘ "MINECRAFTโ€™S VISUAL REFRESH!" โ€“ Minecraft on YouTube, June 14, 2025
  7. โ†‘ a b c d e f g h "Modernizing the rendering of 'Minecraft'" (Archive) by A.J. Fairfield โ€“ GDC Vault, March 9, 2026.
  8. โ†‘ a b "Vibrant Visuals" โ€“ Microsoft Learn.
  9. โ†‘ "Herobrine64: So... vibrant visuals is deferred, yeah?
    kayla (in reply to): it is using the deferred features, yes."
    in Bedrock Add-Ons โ€“ @kaylasara on Discord, March 22, 2025. View screenshot of message (file page).
  10. โ†‘ "Minecraft LIVE โ€“ March 2025: VIBRANT VISUALS" โ€“ Minecraft on YouTube, March 23, 2025
  11. โ†‘ a b "Vibrant Visuals arrives in Minecraft Marketplace" by Sofia Dankis โ€“ Minecraft.net, October 28, 2025.
  12. โ†‘ a b "Overview of Physically Based Rendering" โ€“ Microsoft Learn.
  13. โ†‘ a b c "Texture Set JSON and Introduction to Texture Sets" โ€“ Microsoft Learn.
  14. โ†‘ a b c "Light Sources" โ€“ Microsoft Learn.
  15. โ†‘ a b "Cubemaps" โ€“ Microsoft Learn.
  16. โ†‘ a b "Subsurface Scattering" โ€“ Microsoft Learn.
  17. โ†‘ MCPE-217248 โ€“ Vibrant Visuals: Sun cannot illuminate blocks with vanilla light level 0 โ€“ resolved as "Works As Intended".
  18. โ†‘ a b "Biome Customization" โ€“ Microsoft Learn.
  19. โ†‘ a b c "Atmospheric Effects" โ€“ Microsoft Learn.
  20. โ†‘ a b "Volumetric Fog and Light Shafts" โ€“ Microsoft Learn.
  21. โ†‘ a b "Key Frame JSON Syntax" โ€“ Microsoft Learn.
  22. โ†‘ a b c d "Color Grading and Tone Mapping" โ€“ Microsoft Learn.
  23. โ†‘ a b "Water Effects" โ€“ Microsoft Learn.
  24. โ†‘ a b "Evolving Vibrant Visuals for Bedrock Edition" by Sophie Austin โ€“ Minecraft.net, November 7, 2025.
  25. โ†‘ MCPE-221779 โ€“ Vibrant Visuals: Auto Exposure reacts to the color of blocks, not just the light level โ€“ resolved as "Works As Intended".
  26. โ†‘ "Manage Vibrant Visuals Graphics Mode Settings" โ€“ Minecraft Help Center.
  27. โ†‘ "Learn about Vibrant Visuals Graphics Mode" โ€“ Minecraft Help Center.
  28. โ†‘ MCPE-166351 โ€“ Directx 12 still doesn't work on Intel drivers โ€“ resolved as "Works As Intended".
  29. โ†‘ "Vibrant Visuals" โ€“ Minecraft.net, March 22, 2025.
  30. โ†‘ "BetterRenderDragon" โ€“ GitHub.
  31. โ†‘ a b "Vibrant Visuals Resource Packs" โ€“ Microsoft Learn.
  32. โ†‘ "Vibrant Visuals in Bedrock Editor" โ€“ Microsoft Learn.
  33. โ†‘ "BiomeAtmospherics Class" โ€“ Microsoft Learn.
  34. โ†‘ "@minecraft/server-graphics Module" โ€“ Microsoft Learn.
  35. โ†‘ "Use Blockbench to Create Vibrant Visuals Models" โ€“ Microsoft Learn.
  36. โ†‘ "PBR uniforms" โ€“ Microsoft Learn.
  37. โ†‘ "Fog in Resource Packs" โ€“ Microsoft Learn.
  38. โ†‘ "Shadows" โ€“ Microsoft Learn.
  39. โ†‘ "Minecraft LIVE - March 2025" โ€“ Minecraft on YouTube, March 22, 2025
  40. โ†‘ "MINECRAFTโ€™S VISUAL REFRESH!" โ€“ Minecraft on YouTube, June 14, 2025
  41. โ†‘ "LowSkillCamper's FAQ on the Vibrant Vanguard Discord server" โ€“ Discord.com, April 18, 2025. "
    Q: Colored light?
    A: No."
  42. โ†‘ "New Render Dragon Features for Creators" by Kayla Kinnunen โ€“ Minecraft.net, August 2, 2023.
  43. โ†‘ "The plan is to re-enable point lights on XBOX and PS4 eventually. The limitation [...] is a quirk of OpenGL and some legacy patterns enforced in our engine." in Bedrock Add-Ons โ€“ @aajabrams on Discord, May 1, 2026. View screenshot of message (file page).
  44. โ†‘ "Deferred Technical Preview Q&A 2024/02/23" โ€“ Bedrock Wiki. "The Deferred pipeline has been in development in various forms since 2020. Parts of it were born out of optimizations to the RTX pipeline but other parts were born out of the pipeline used for Minecraft Legends. Development started in earnest in March of 2022."

External links

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