Color

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This article is about the rendering mechanic. For items used to apply color to others, see Dye. For other uses, see Color (disambiguation).

Colors are applied to several blocks, items and particles in order to display a much wider array of possibilities than would be possible with a raw unmodified texture without the need for potentially millions of distinct files.

Texture colors[edit | edit source]

Tinted textures are created by taking the base texture and multiplying it with the given tint, such as the biome color.

Block and fluid colors[edit | edit source]

Main article: Block colors

Grass[edit | edit source]

For the colors applied to these blocks in Java Edition, see Block colors § Grass colors.
For the colors applied to these blocks in Bedrock Edition, see Block colors § Grass colors 2.

The following blocks are counted as part of the "grass" group of blocks as of 1.19.3, and are accordingly colored:

Grass colors are biome-dependent, and the colors used are usually picked from a dedicated grass colormap, with some exceptions.

The following removed blocks (many unintended) also utilized the grass colors (full lists of renders can be found here and here):

Foliage[edit | edit source]

For the colors applied to these blocks in Java Edition, see Block colors § Foliage colors.
For the colors applied to these blocks in Bedrock Edition, see Block colors § Foliage colors 2.

The following blocks are counted as part of the "foliage" group of blocks as of 1.19.3, and are accordingly colored:

Foliage colors are biome-dependent, and the colors used are usually picked from a dedicated foliage colormap, with some exceptions.

The following removed blocks (many unintended) also utilized the foliage colors (a full list of renders can be found here):

Water[edit | edit source]

For the colors applied to water in Java Edition, see Block colors § Water colors.
For the colors applied to water in Bedrock Edition, see Block colors § Water colors 2.

Water placed in the world is also subject to coloring. In Java Edition, this also applies to cauldrons.

Unlike grass and foliage, water colors are always predefined, and are never picked from a colormap, even though one used to exist.

Stems[edit | edit source]

For the colors applied to stems, see Block colors § Stem colors.

Unlike other crops, pumpkin stems and melon stems utilize a color system which applies a different color for each growth stage.

Redstone wire[edit | edit source]

For the colors applied to redstone wire, see Block colors § Redstone colors.

Redstone wire uses a color system which colors the wire depending on its current power level. With no power, it appears as a very dark red, whereas it appears bright red at full power.

Potion cauldrons[edit | edit source]

Main article: Effect colors
This feature is exclusive to Bedrock Edition.
 

Potions placed in cauldrons also use colors to represent the contained potion. ​[more information needed]

Constant colors[edit | edit source]

For a list of constant colors, see Block colors § Constant colors.

A small subclass of blocks use colors which do not change at all under any circumstances.

The following removed blocks (many unintended) also used a constant color (a full list of renders can be found here):

Items[edit | edit source]

Main article: Item colors
This section is missing information about: leather armor, potions, filled maps, spawn eggs, firework stars, potion/tipped arrow effects, dyed leather armor and leather horse armor.
 
Please expand the section to include this information. Further details may exist on the talk page.

Entities[edit | edit source]

Main article: Miscellaneous colors

Dyed sheep[edit | edit source]

ID Name Java Edition color code Bedrock Edition color code
Dec Hex Dec Hex
0 white 15132390
 #E6E6E6
-[note 1]
1 orange 12214293
 #BA6015
16351261
 #F9801D
2 magenta 9779853
 #953A8D
13061821
 #C74EBD
3 light_blue 2852515
 #2B86A3
3847130
 #3AB3DA
4 yellow 12493357
 #BEA22D
16701501
 #FED83D
5 lime 6329623
 #609517
8439583
 #80C71F
6 pink 11954303
 #B6687F
15961002
 #F38BAA
7 gray 3488573
 #353B3D
4673362
 #474F52
8 light_gray 7697777
 #757571
10329495
 #9D9D97
9 cyan 1078645
 #107575
1481884
 #169C9C
10 purple 6694282
 #66258A
8991416
 #8932B8
11 blue 2962303
 #2D337F
3949738
 #3C44AA
12 brown 6438693
 #623F25
8606770
 #835432
13 green 4611344
 #465D10
6192150
 #5E7C16
14 red 8659484
 #84221C
11546150
 #B02E26
15 black 1381656
 #151518
1908001
 #1D1D21
  1. No tint is applied.

Wolf and cat collar[edit | edit source]

Both wolf and cat collars use the dye colors directly one to one.

Experience orbs[edit | edit source]

For the colors applied to the world border, see Miscellaneous colors § Experience orbs.

Experience orb textures are mostly white, gray, and red; a gradient is applied afterward to make them green and yellow.

Other[edit | edit source]

Particles[edit | edit source]

This section is missing information about: Create a full list of particles that actually use colors.
 
Please expand the section to include this information. Further details may exist on the talk page.

Alongside potion particles, several other particles are stored as gray textures with colors applied to them after the fact. Notable examples are the various dripping particles (water, lava, honey, crying obsidian, spore blossom), critical hit (which has a white texture but an orange color is later applied), and magic crit (same).

Note blocks also emit particles, whose base texture is gray, that change color through the spectrum.

Commands can be used to set the colors of some but not all particles.

Banners[edit | edit source]

Banners are colored according to default dye colors.

Beacon Beam[edit | edit source]

Beacon beams are colored according to default dye colors. Without any stained class, it defaults to the color for white dye.

End gateway beam[edit | edit source]

For the colors applied to end gateway beams, see Miscellaneous colors § End Gateway beam.

The end gateway creates a beam under certain circumstances which is colored different colors depending on why said beam is created.

Guardian beam[edit | edit source]

For the colors applied to guardian beams, see Miscellaneous colors § Guardian beam.

When attacking, guardians shoot a ranged beam which follows a gradient dependent on time.

World border[edit | edit source]

For the colors applied to the world border, see Miscellaneous colors § World border.

The world border in Java Edition has several colors. A blue color is applied if the border is stationary. If expanding, the world border takes on a green hue. If the world border is shrinking, the world border turns red. In the Nether, the world border is always red no matter if it is expanding, stationary, or shrinking. The world border becomes more opaque the closer the player is to it, and more transparent if the player is further away.

Biome colors[edit | edit source]

For renders of blocks with the grass biome color applied, see Block colors § Grass colors.
For renders of blocks with the foliage biome color applied, see Block colors § Foliage colors.
For renders of blocks with the water biome color applied, see Block colors § Water colors.

The temperature and downfall values of a biome are used when determining the colors of a selection of blocks: short grass, grass blocks, some leaves, vines, sugar cane, pink petals, and other features such as water and the sky. Blocks such as mossy cobblestone, mossy stone bricks, and the stems of flowers are not affected by biome coloration.[1]

Biome grass and foliage colors are selected from two 256×256 colormap images: grass.png and foliage.png. Both colormaps can be found in assets\minecraft\textures\colormap[JE only] or textures\colormap.‌[BE only] The grass.png colormap sets the colors for the grass block top and overlay sides, grass, tall grass, fern, tall fern. Meanwhile, the foliage.png colormap sets the colors for oak, jungle, acacia, dark oak, and mangrove leaves.

Biome colormaps use a triangular gradient by default. However, only the colors in the lower-left half of the image are used, even though the upper-right side of foliage.png is colored. Furthermore, as shown in the template images in the gallery below, a select few pixels are considered when the colormap is read by the game, and are determined by the code below.

The temperature and downfall values are used when determining the biome color to select from the colormap. Treating the bottom-right corner of the colormap as temperature = 0.0 and downfall = 0.0, the adjusted temperature increases to 1.0 along the X-axis, and the adjusted downfall increases to 1.0 along the Y-axis. The clamp limits the range of the temperature and downfall to 0.0–1.0. The clamped downfall value is then multiplied by the 0.0–1.0 adjusted temperature value, bringing its value to be inside the lower left triangle. Some biomes' ranges are shown in the template above; the multiplication makes all the line segments point toward the lower right corner.

At borders between or among biomes, the colors of the block and its eight[verify] neighbors are computed and the average is used for the final block color.

In Bedrock Edition, biome colors are also visible on maps.[2]

Hard-coded colors[edit | edit source]

Certain biome colors are hard-coded, which means they are locked into the Minecraft code and are not retrievable from any texture file. Thus, they cannot be modified without the use of mods or shaders.

Swamp color[edit | edit source]

Swamp temperature, which starts at 0.8, is not affected by altitude. Rather, a Perlin noise function is used to gradually vary the temperature of the swamp. When this temperature goes below −0.1, a lush green color is used (
 #4C763C
); otherwise it is set to a sickly brown (
 #6A7039
).

Leaf Litter uses color code
 #7B5334
.

Dark forest color[edit | edit source]

The dark forest biomes' grass color is retrieved normally with the same temperature and rainfall values of regular forests, then bit masked with the number #FEFEFE, and averaged with a dark green color (
 #28340A
) to produce the final color. In vanilla, the color therefore used is
 #507A32
.

Leaf Litter uses color code
 #7B5334
.

Pale garden color[edit | edit source]

Pale gardens use color value
 #778272
for its grass, use color value
 #878D76
for foliage and use color value
 #A0A69C
for the Leaf Litter.

Badlands color[edit | edit source]

All badlands biomes' grass and foliage have hard-coded colors, which are two tan colors (
 #90814D
and
 #9E814D
respectively). These are not modifiable by grass.png and foliage.png, and are unaffected by temperature.

Cherry grove color[edit | edit source]

Cherry groves use color value
 #B6DB61
for its foliage and grass. This color is not modifiable by foliage.png and grass.png, and is unaffected by temperature.

Other colors[edit | edit source]

Several other biome colors are set into the game and currently require external tools in order to be changed. This includes blocks such as birch and spruce leaves and water (which have a hard-coded overlay set onto them), and other features such as the sky and fog.​[more information needed]

History[edit | edit source]

This section is missing information about:
  • Sections for particles.
 
Please expand the section to include this information. Further details may exist on the talk page.

References[edit | edit source]

Navigation[edit | edit source]

This is an index of related pages that share a common conceptual attribute. If an internal link led you here, you may wish to change the link to point directly to the intended article.