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Water

Change how water looks in Minecraft Bedrock Vibrant Visuals: water settings for color, murkiness, caustics and waves, applied per biome or everywhere.

In Vibrant Visuals, water is more than a blue texture. A water settings file decides its color and murkiness, the dancing light patterns on the bottom (caustics), and the waves on top.

The classic water color still comes from minecraft:water_appearance in the client biome. This file only changes the Vibrant Visuals look.

The files

Resource pack
RP/
  water/
    ruby_water.json
  biomes/
    ruby_grove.client_biome.json

The water file

A clear lake with a hint of yellow-pink and gentle waves:

RP/water/ruby_water.json
{
  "format_version": "1.21.120",
  "minecraft:water_settings": {
    "description": {
      "identifier": "wiki:ruby_water"
    },
    "particle_concentrations": {
      "chlorophyll": 0.2,
      "cdom": 1.5,
      "suspended_sediment": 4.0
    },
    "biome_water_color_contribution": 0.5,
    "caustics": {
      "enabled": true,
      "scale": 0.6,
      "power": 2,
      "frame_length": 0.08
    },
    "waves": {
      "enabled": true,
      "frequency": 0.8,
      "octaves": 12,
      "depth": 0.8,
      "speed": 1.5,
      "shape": 2.0,
      "pull": 0.3,
      "mix": 0.4,
      "frequency_scaling": 1.2,
      "speed_scaling": 1.0
    }
  }
}

The identifier needs a namespace. One water settings block per file.

Water color: particle_concentrations

Real water gets its color from what floats in it. You set three amounts, in milligrams per liter. All 0 gives perfectly clear water, like vanilla.

FieldRangeEffect
chlorophyll0 to 10Algae. More makes the water green.
cdom0 to 15Dissolved plant matter. More makes it yellow-brown, like a swamp.
suspended_sediment0 to 300Mud and sand. More makes it red-brown and cloudy, like a muddy river.

biome_water_color_contribution mixes in the surface_color from the client biome's minecraft:water_appearance. Use it when you want your biome's own water color to show in Vibrant Visuals too.

Caustics

Caustics are the bright, moving light lines on surfaces under water.

FieldRangeWhat it does
enabledOn or off. On by default.
scale0.1 to 5How big the pattern is.
power1 to 6How bright it is.
frame_length0.01 to 5Seconds per animation frame. Lower is faster.
textureOptional. Your own caustics texture. Leave it out to use the built-in one.

Waves

Waves only change how the surface is drawn. The water blocks themselves do not move, so waves are a visual effect only.

FieldRangeWhat it does
enabledOn or off. Vanilla has them off.
frequency0.01 to 3Size of the waves. Higher packs them closer together.
octaves1 to 30How many layers of waves are stacked. More looks more detailed.
depth0 to 3How tall the waves look.
speed0.01 to 10How fast the first layer moves.
shape1 to 10The shape of each wave.
pull-1 to 1How much small waves get pulled into big ones.
mix0 to 1How much each layer blends into the next.
frequency_scaling0 to 2How the size changes from one layer to the next.
speed_scaling0 to 2How the speed changes from one layer to the next.
direction_increment0 to 360How many degrees each layer turns compared to the last.

Recipes

Tropical lagoon: all concentrations near 0, caustics power 3. Swamp: cdom 8, chlorophyll 3. Muddy river: suspended_sediment 150.

Using it

In a biome

Use minecraft:water_identifier in a client biome:

RP/biomes/ruby_grove.client_biome.json (inside components)
"minecraft:water_identifier": {
  "water_identifier": "wiki:ruby_water"
}

Everywhere

Vanilla biomes use minecraft:default_water. Make a water file with that identifier to change water in every biome at once. If two packs use the same identifier, the pack higher in the list wins.

Underwater fog is separate

How far you can see under water is set by the water part of a fog file, not by this file.

Visuals & Lighting: Reference

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