Features
Entity Types
Players- Render other players through walls
- Self - Show your own player model (requires third-person or Freecam)
- Highlight end crystals through walls
- Essential for crystal PvP awareness
- Apply chams effect to your hand/held items
- Creates a glowing hand effect
Visual Settings
Colors
Fill Color- Inner color of the entity model
- Default: Blue with 25 alpha (transparent)
- Lower alpha = more transparent
- Outline/wireframe color
- Default: White with 255 alpha (solid)
- Set alpha to 0 to disable wireframe
You can disable fill or frame independently by setting their alpha to 0. This allows wireframe-only or solid-only rendering.
Effects
Shiny- Changes blend function for a shiny/glowing effect
- Uses
GL_ONE_MINUS_CONSTANT_ALPHAblend mode - Creates a brighter, more vibrant appearance
Chams.java:135-175
Walls
- When disabled, respects depth testing (entities behind walls are dimmer)
- When enabled, renders at full brightness through all blocks
Chams.java:131-132
Rendering Modes
Standard Mode (Cancel = false)
Chams renders as an additional overlay on top of normal entity rendering:- Normal entity renders first
- Chams overlay renders after
- Both are visible
Cancel Mode (Cancel = true)
Replaces normal entity rendering completely:- Vanilla rendering is cancelled
- Only chams rendering is shown
- Applies model animations manually
- Renders feature layers (armor, items, etc.)
Chams.java:196-289
Cancel mode provides better performance and cleaner visuals by avoiding double-rendering. However, standard mode preserves more vanilla visual features.
Configuration
| Setting | Type | Range | Default | Description |
|---|---|---|---|---|
| Players | Boolean | - | false | Render players through walls |
| Self | Boolean | - | false | Render yourself (requires Players) |
| Crystals | Boolean | - | false | Render end crystals |
| Hand | Boolean | - | false | Apply chams to your hand |
| Fill | Color | - | Blue (25) | Inner model color |
| Frame | Color | - | White (255) | Outline color |
| Shiny | Boolean | - | false | Shiny/glowing effect |
| Walls | Boolean | - | false | Full brightness through walls |
| Cancel | Boolean | - | false | Replace normal rendering |
| Range | Number | 0-300 | 1 | Render distance |
Shader Integration
Chams uses the client’s shader system for rendering:- Custom model rendering via
ChamsModelRenderer - Shader-based color application
- Depth buffer manipulation for through-wall rendering
Chams.java:294-298
Player Model Rendering
For players, chams applies special transformations:Chams.java:252-257
This ensures:
- Proper body rotation
- Smooth animation interpolation
- Correct pose (standing, sneaking, swimming, etc.)
- Feature rendering (armor, elytra, items)
Hand Rendering
WhenHand is enabled:
Chams.java:313-314
Integration
Chams integrates with several systems: Freecam- Shows self chams when in freecam mode
Freecam.INSTANCE.isEnabled()
Chams.java:347
AntiCheat
- Respects visualize rotations when rendering
- Adjusts head yaw/pitch for anti-cheat visualization
Chams.java:207-237
RotationManager
- Skips rendering when
FROM_INVflag is set - Prevents conflicts with inventory-based rotation spoofing
Chams.java:185
Visual Tips
Recommended Configurations:Subtle ESP:
- Fill: 0 alpha (disabled)
- Frame: White, 150 alpha
- Walls: false
- Creates subtle outline visible through walls
- Fill: Bright color, 100 alpha
- Frame: White, 255 alpha
- Shiny: true
- Walls: true
- Maximum visibility and impact
- Fill: Cyan, 50 alpha
- Frame: 0 alpha (disabled)
- Shiny: true
- Clean glowing hand effect
Performance Notes
- Chams renders during
RenderWorldEventwithMANAGER_FIRSTpriority - Range limiting prevents rendering distant entities
- View distance culling: only renders entities within loaded chunks
Chams.java:141-147