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Documentation Index

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Alpha Piscium’s material pipeline covers everything from how block textures are interpreted as physically-based surfaces to how light scatters beneath semi-translucent materials. The settings below control PBR resource-pack compatibility, the brightness and color of emissive blocks, the intensity of surface normals, the reflectivity and roughness bounds for solid and translucent blocks, and subsurface scattering quality. Most numeric fields use exponential scales (noted per-setting) so that small slider changes correspond to perceptually uniform shifts in appearance.

PBR Material Mode

SETTING_PBR_MATERIAL
string
default:"LabPBR (Auto)"
Enables Physically Based Rendering features like normal mapping, specular reflections, and subsurface scattering on blocks. Requires compatible resource packs.
ValueBehaviour
Built-inUses Alpha Piscium’s own built-in material data. No PBR resource pack required.
LabPBR (Auto)Automatically detects and uses LabPBR data when a compatible pack is present; falls back to built-in otherwise.
LabPBR (Force)Always reads LabPBR channels even if no pack is detected. Use when Auto fails to recognise your pack.

Emissive Settings

SETTING_EMISSIVE_STRENGTH
number
default:"4.0"
Global brightness multiplier for all light-emitting materials and blocks. Adjustable from 0.0 to 16.0.
SETTING_PARTICLE_EMISSIVE_STRENGTH
number
default:"0.0"
Brightness multiplier for glowing particles like torches and fires. Range 0.01.0.
SETTING_ENTITY_EMISSIVE_STRENGTH
number
default:"0.2"
Brightness multiplier for glowing entities. Range 0.01.0.
SETTING_EMISSIVE_PBR_VALUE_CURVE
number
default:"0.9"
Adjusts contrast of emissive values from PBR resource packs. Higher values create stronger differences between bright and dim areas. Range 0.14.0.
SETTING_EMISSIVE_ALBEDO_COLOR_CURVE
number
default:"2.0"
Controls color intensity of emissive materials. Higher values produce more vibrant, saturated colors. Range 0.14.0.
SETTING_EMISSIVE_ALBEDO_LUM_CURVE
number
default:"0.0"
Controls how much the base texture brightness affects emission. Higher values make brighter textures glow more intensely. Recommended for packs that have “binary” emissive values. Range -4.04.0.
SETTING_EMISSIVE_ARMOR_GLINT_MULT
number
default:"-10"
Brightness of the enchanted armor glint effect. The actual multiplier applied is 2^x. Range -200.
SETTING_EMISSIVE_ARMOR_GLINT_CURVE
number
default:"1.3"
Adjusts contrast of enchanted armor glint. Higher values make the brightest parts more prominent. Range 0.12.0.

Normal Mapping

SETTING_NORMAL_MAPPING
boolean
default:"true"
Enables surface detail from normal maps, adding depth and texture to blocks without additional geometry.
SETTING_NORMAL_MAPPING_STRENGTH
number
default:"0.0"
Controls the intensity of surface detail effects. Higher values increase depth perception. The actual strength applied is 2^x. Range -5.05.0.
SETTING_TBN_PACKING
boolean
default:"true"
Optimizes terrain rendering by packing normal and tangent vertex attributes more tightly. Disable this if you use a mod that adds smooth surface normals.

Surface Reflectivity & Roughness

SETTING_MINIMUM_F0
number
default:"12"
Sets the reflectivity (F0) lower bound for all materials. Higher values make surfaces more reflective overall. The actual F0 value is calculated as 2^-x. Range 432.
SETTING_SOLID_MINIMUM_ROUGHNESS
number
default:"6"
The smoothest (most mirror-like) that solid blocks can appear. Higher values allow sharper reflections. The actual roughness value is calculated as 2^-x. Range 416.
SETTING_SOLID_MAXIMUM_ROUGHNESS
number
default:"5"
The roughest (most diffuse) that solid blocks can appear. Higher values allow more matte surfaces. The actual roughness value is calculated as 1 - 2^-x. Range 216.

Subsurface Scattering

Subsurface scattering (SSS) simulates light penetrating the surface of semi-translucent materials — leaves, skin, candles, and similar blocks — and diffusing beneath before exiting. Higher sample counts and wider ranges improve realism at a cost to GPU performance.
SETTING_SSS_SAMPLE_COUNT
number
default:"6"
Number of samples used for subsurface scattering. Higher values improve quality but reduce performance. Valid values: 2, 3, 4, 6, 8, 12, 16.
SETTING_SSS_DIFFUSE_RANGE
number
default:"0.3"
Higher values create a more diffused, softer appearance as light spreads further laterally beneath the surface. Range 0.02.0.
SETTING_SSS_DEPTH_RANGE
number
default:"0.3"
How deep light penetrates into the material. Higher values simulate thicker, more translucent materials. Range 0.02.0.

Translucent Absorption

These settings govern how colored translucent blocks (glass, stained glass, ice) tint and absorb light passing through them.
SETTING_TRANSLUCENT_ABSORPTION_SATURATION
number
default:"1.0"
Controls translucent block color absorption saturation. Higher values create more vivid color tinting. Range 0.04.0.
SETTING_TRANSLUCENT_ABSORPTION_GAMMA
number
default:"1.0"
A power curve applied on translucent blocks’ absorption color. Higher values create more contrasted color tinting. Range 0.04.0.
SETTING_TRANSLUCENT_ABSORPTION_ALPHA_CURVE
number
default:"1.5"
A power curve applied on translucent blocks’ alpha (translucency) channel. Higher values create more contrasted translucency. Range 0.04.0.
SETTING_TRANSLUCENT_ABSORPTION_MULTIPLIER
number
default:"1.0"
Global multiplier for color absorption on translucent blocks. Higher values create stronger color tinting. Range 0.04.0.

Fire & Lava Temperature

SETTING_FIRE_TEMPERATURE
number
default:"1400"
Controls the color temperature of fire in Kelvin. Default: 1400 K (based on real fire). Higher values produce whiter/bluer light. Range 1005000 K.
SETTING_LAVA_TEMPERATURE
number
default:"1300"
Controls the color temperature of lava in Kelvin. Default: 1300 K (based on real lava). Higher values produce whiter/bluer light. Range 1005000 K.

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