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Minecraft Texture Set Documentation

Texture Sets

Please be sure you are on a release version of Minecraft that is 1.16.200 or higher!

The following documentation is related to Minecraft with ray tracing for Windows 10 and is subject to change. Minecraft supports a Physically Based Rendering (PBR) color pipeline (e.g. used for Ray Tracing). This uses more texture data than simply 'color' to enable richer, more realistic visuals. With the PBR approach, you can have layers for different specular reflections, emissivity normal maps, etc. which goes beyond the Classic color pipeline for Vanilla Minecraft. Texture Sets have been added as the feature for defining multiple PBR layers for a texture resource. Texture sets are data-driven from .json files.


A texture_set.json file may specify sever layers. Layers are references to texture image resources, or they can be defined in .json as uniform solid values as an alternative to referencing texture images in a pack.

  • color
    • This is an RGB 3 channel image (defaults to uniform alpha of 1.0), or an RGBA 4 channel image, or a 4 value array for uniform color with alpha.
    • This is the only required layer.
    • It is the only layer used by the Classic pipeline.
    • Typically there is lighting baked in the color image.
  • normal:
    • 3-channel normal map image (or 4-channel where 4th channel is ignored).
    • This layer does not support uniform values in json (i.e. only supports reference to a texture).
    • This layer is mutually exclusive with the ‘heightmap’ layer.

  • heightmap:
    • 1-channel height map image.
    • This layer does not support uniform values in json (i.e. only supports reference to a texture).
    • This layer is mutually exclusive with the ‘normal’ layer.
  • metalness_emissive_roughness:
    • 3-channel image (or 4-channel where 4th channel is ignored) or a 3 value array for a uniform MER.
    • RGB images maps, Red to Metalness, Green to Emissive, and Blue to Roughness.

Specifying uniform values

Instead of referencing a texture image for a Texture Set layer, values can be specified instead in *texture_set.json files; this is effectively the equivalent to referencing a texture image filled uniformly with that value or values for the respective channels.

Such a value in .json can be specified in any of:

  • 0 to 255 numeric range, or as a vector of such integers for a multi-channel layer.
  • Hexadecimal RGB or ARGB for 3 and 4 channels respectively, also as 2 hex digits for a single channel layer.

Examples of *.texture_set.json files

  "format_version": "1.16.100",
  "minecraft:texture_set": {
    "color": "leaves_oak_carried",
    "metalness_emissive_roughness": "leaves_oak_carried_mer",
"heightmap": "leaves_oak_carried_heightmap" } }

You could also specify values of textures using numerical or hexadecimal values.

  "format_version": "1.16.100",
  "minecraft:texture_set": {
    "color": [ 180, 135, 190, 170 ],
    "metalness_emissive_roughness": "#AABBCC" ,
"heightmap": "#7B" } }

All the layer values can be mixed and match with references to image textures, hexadecimal and numerical values.

  "format_version": "1.16.100",
  "minecraft:texture_set": {
      "color": "#ABCDEF0F",
"metalness_emissive_roughness": "leaves_oak_carried_mer”,
"normal": [ 130, 135, 140]

Invalid *.texture_set.json

If a Texture Set is invalid, we'll log a CONTENT_ERROR and the Texture Set will not be used. A Texture Set is invalid if:

  • Json data cannot be parsed, or doesn't meet the Texture Set schema.
  • Color layer is not specified. Having a color layer in the ".texture_list.json" is required.
  • If a referenced texture does not exist in the same resource pack or the referenced texture cannot be parsed.
  • Any layer is defined with an unexpected number of channels:
    • For layers that are specified with referenced images: Color, MER, and Normal support 3 or 4 channel images;
    • For layers that are specified with numerical or hexadecimal values: Color,; MER and Normal support 3 channel values;


  • The priority of file extensions, in case you have duplicate image references, is: .tga > .png > .jpg > .jpeg. For example: if grass.png and grass.tga both exist in the folder, grass.tga is chosen.
  • Texture Set definitions can only reference images that exist in the same resource pack as the definition.
  • Texture images in higher priority resource packs do not override a Texture Set's reference to a texture in its own pack.
  • In the resource pack stack, Texture Set definitions for the same texture resource don't get merged. The higher priority pack's Texture Set definition will override the lower priority one.

Last Updated - 2021-08-03 21:18:53 UTC

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