Path: blob/main/1.16.5/config/canvas.json5
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{
// Glow effect around light sources. Work-in-Progress
"enableBloom": true,
// Intensity of glow effect around light sources. 0.0 to 0.5, default is 0.1.
"bloomIntensity": 0.0,
// Size of bloom effect around light sources. 0.0 to 2.0, default is 0.25.
"bloomScale": 0.0,
// Animated foliage
"wavyGrass": true,
// Hand held light max radius. 0-15, Zero disables
"handheldLightRadius": 11,
// Enable rendering of internal buffers for debug purposes. Off by default to prevent accidental activation.
"enableBufferDebug": false,
// Output load/reload trace data to log. Will have performance impact.
"enableLifeCycleDebug": false,
// Makes terrain fog a little less foggy or turns it off.
"fogMode": "NONE",
// Fluid biome colors are blended at block corners to avoid patchy appearance. Slight peformance impact to chunk loading.
"blendFluidColors": true,
// Truly smoothh lighting. Some impact to memory use, chunk loading and frame rate.
"hdLightmaps": false,
// Slight variation in light values - may prevent banding. Slight performance impact and not usually necessary.
"lightmapNoise": false,
// Mimics directional light.
"diffuseShadingMode": "NORMAL",
// Makes light sources less cross-shaped. Chunk loading a little slower. Overall light levels remain similar.
"lightSmoothing": false,
// Mimics light blocked by nearby objects.
"aoShadingMode": "NORMAL",
// Setting > 0 may give slightly better FPS at cost of potential flickering when lighting changes.
"maxLightmapDelayFrames": 0,
// Extra lightmap capacity. Ensure enabled if you are getting `unable to create HD lightmap(s) - out of space' messages.
"moreLightmap": true,
// Models with flat lighting have smoother lighting (but no ambient occlusion).
"semiFlatLighting": true,
// Draws multiple chunks with same view transformation. Much faster, but try without if you see visual defects.
"batchedChunkRender": true,
// Adjusts quads on some vanilla models (like iron bars) to avoid z-fighting with neighbor blocks.
"preventDepthFighting": true,
// Treats model geometry outside of block boundaries as on the block for lighting purposes. Helps prevent bad lighting outcomes.
"clampExteriorVertices": true,
// Prevent Glowstone and other blocks that emit light from casting shade on nearby blocks.
"fixLuminousBlockShading": true,
// Terrain setup done off the main render thread. Increases FPS when moving. May see occasional flashes of blank chunks
"terrainSetupOffThread": true,
// Use Vertex Array Objects if available. VAOs generally improve performance when they are supported.
"enableVao": true,
// Use more efficient entity culling. Improves framerate in most scenes.
"cullEntityRender": true,
// When true, render thread does not yield to other threads every frame. Vanilla behavior is false (yields).
"greedyRenderThread": true,
// Use more efficient model loading. Improves chunk rebuild speed and reduces memory use.
"forceJmxModelLoading": true,
// Use half resolution on retina displays - greatly improves frame rate on Macs.
"reduceResolutionOnMac": true,
// Reduce draw calls for terrain by controlling shaders with vertex data. Faster on some hardware.
"vertexControlMode": true,
// Padding at edges of screen to reduce how often terrain visibility is computed. In degrees. Values 0 to 20. Zero disables.
"staticFrustumPadding": 10,
// Extra padding at edges of screen to reduce missing chunks when view roates and terrainSetupOffThread is on. In degrees. Values 0 to 30. Zero disables.
"dynamicFrustumPadding": 20,
// Culls particles that are not in view. Should always be faster.
"cullParticles": true,
// Output runtime per-material shader source. For shader development debugging.
"shaderDebug": false,
// Shows HD lightmap pixels for debug purposes. Also looks cool.
"lightmapDebug": false,
// Summarizes multiple errors and warnings to single-line entries in the log.
"conciseErrors": true,
// Writes information useful for bug reports to the game log at startup.
"logMachineInfo": true,
// Writes OpenGL state changes to log. *VERY SPAMMY - KILLS FRAME RATE* Used only for debugging.
"logGlStateChanges": false,
// Enables LWJGL memory allocation tracking. Will harm performance. Use for debugging memory leaks. Requires restart.
"debugNativeMemoryAllocation": false,
// Uses slower and safer memory allocation method for GL buffers. Use only if having problems. Requires restart.
"safeNativeMemoryAllocation": false,
// Output performance trace data to log. Will have significant performance impact. Requires restart.
"enablePerformanceTrace": false,
// Output periodic snapshots of terrain occlusion raster. Will have performance impact.
"debugOcclusionRaster": false,
// Render active occlusion boxes of targeted render region. Will have performance impact and looks strange.
"debugOcclusionBoxes": false,
// Log various region/occluder tests and status changes. Highly verbose and WILL spam the log. Requires restart.
"traceOcclusionOutcomes": false,
// Log clipping or other non-critical failures detected by terrain occluder. May spam the log.
"traceOcclusionEdgeCases": false,
// Log uniforms not found in shaders. Sometimes useful for shader debug. Will spam the log.
"logMissingUniforms": false,
// Log render material states and vanilla RenderLayer mapping. Useful for material debug and pack makers. Will spam the log.
"logMaterials": false,
// Log information on render lag spikes - when they happen and where. Will spam the log.
"logRenderLagSpikes": false,
// Approximate target FPS when logRenderLagSpikes is enabled. If elapsed time exceeds an entire frame, a spike is logged. 30-120
"renderLagSpikeFps": 30
}