Alpha Piscium performs all internal lighting and shading calculations in linear light, using well-defined color spaces throughout the full rendering pipeline. The color management settings exposed here control how texture data is interpreted on the way in, which color space is used for internal calculations, and how the final image is encoded for your display on the way out. When configured correctly, these settings ensure that colors in resource pack textures are decoded accurately, that spectral lighting calculations operate in a wide-gamut space, and that the output signal matches your monitor’s expected encoding — all of which are prerequisites for accurate, display-referred results.Documentation Index
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Texture Input
Material Color Space and Transfer Function
Material Color Space and Transfer Function
These two settings describe how the color data stored in resource pack textures should be interpreted before it is used in any lighting calculation.
The color primaries (gamut) of your resource pack textures. Accepts an integer in the range 0–8, where each value maps to a specific set of color primaries. The default value of
1 is correct for virtually all standard Minecraft resource packs. Change this only if you are using a resource pack that was authored in a non-standard color space.The gamma/transfer function encoding used in your resource pack textures. Accepts an integer in the range 0–7, where each value corresponds to a specific electro-optical transfer function. The default value of
3 is the standard encoding used by virtually all Minecraft resource packs. Change this only if your resource pack explicitly targets a different transfer function.Internal Processing
Working Color Space
Working Color Space
The color space in which all lighting and shading calculations are performed. Accepts an integer in the range 0–8. The default value of
8 selects a wide-gamut, scene-linear working space suited for high-fidelity rendering. A wide-gamut working space is recommended because it prevents out-of-gamut values during specular highlight calculations and ensures physically correct additive light blending.Display Render Transform Working Color Space
Display Render Transform Working Color Space
The color space used internally during the AgX tone mapping (Display Render Transform) operation. Accepts an integer in the range 0–8. The default value of
1 selects the working space used for the tone mapping stage. Changing this to a wider-gamut option (such as the value corresponding to Rec. 2020) can improve AgX’s handling of highly saturated or out-of-gamut scene colors by giving the operator more room to work before clipping.Display Output
Output Color Space and Transfer Function
Output Color Space and Transfer Function
These settings describe your monitor’s characteristics so that Alpha Piscium can encode the final image correctly for display.
The color gamut of your display. Accepts an integer in the range 0–8. The default value of
1 is correct for standard sRGB monitors. If you have a wide-gamut display, set this to match your display’s native gamut. Mismatching this setting will cause colors to appear too saturated or too muted.The gamma/transfer function expected by your display. Accepts an integer in the range 0–7. The default value of
3 is correct for nearly all standard monitors. If your display is an HDR display using the PQ electro-optical transfer function, set this to the value corresponding to ST 2084 PQ.