Check if is possible in the latest update
Vanilla Tweaks reference
Removes the render distance fog effect. This pack makes use of vanilla shaders which are Incompatible with Sodium, OptiFine, VulkanMod, Optifine/Iris Shaderpacks, and likely other mods that change Minecrafts rendering.

Bedrock feasibility
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| Verdict |
possible (high confidence) |
| Checked |
2026-07-25 by agent |
Bedrock fog is fully data-driven from a resource pack, so pushing distance fog out of view is straightforward and needs no shader edits.
How it would work on Bedrock. Add a fogs/no_fog.json containing minecraft:fog_settings (format_version 1.16.100+) with a namespaced description.identifier, then ship a biomes_client.json that points biomes.default.fog_identifier - and every biome entry you want covered - at that identifier. Set distance.air.fog_start/fog_end far out (render_distance_type: "fixed" with a large block count, or "render" at ~0.99/1.0). Templates for both files are in Mojang/bedrock-samples: resource_pack/fogs/default_fog_setting.json and resource_pack/biomes_client.json, whose header comment states that overwriting default in a resource pack overwrites all biomes unless the pack defines them.
Caveats. Minimum format_version 1.16.100. Vanilla fog identifiers in the minecraft namespace cannot be redefined, so use your own namespace and repoint biomes_client.json. Chunks still stop rendering at the client's render distance, so the result is a hard chunk edge instead of a fade. water, lava, lava_resistance, powder_snow and weather fog are separate entries and Nether/End biomes need their own overrides. Unlike the Java pack this does not touch shaders, so it has no mod-compatibility problem.
Sources
Maintained by tools/vt-diff. Edits inside this block are overwritten on the next run.
Check if is possible in the latest update
Vanilla Tweaks reference
NoFog)unobtrusive26.2Bedrock feasibility
Bedrock fog is fully data-driven from a resource pack, so pushing distance fog out of view is straightforward and needs no shader edits.
How it would work on Bedrock. Add a
fogs/no_fog.jsoncontainingminecraft:fog_settings(format_version1.16.100+) with a namespaceddescription.identifier, then ship abiomes_client.jsonthat pointsbiomes.default.fog_identifier- and every biome entry you want covered - at that identifier. Setdistance.air.fog_start/fog_endfar out (render_distance_type: "fixed"with a large block count, or"render"at ~0.99/1.0). Templates for both files are in Mojang/bedrock-samples:resource_pack/fogs/default_fog_setting.jsonandresource_pack/biomes_client.json, whose header comment states that overwritingdefaultin a resource pack overwrites all biomes unless the pack defines them.Caveats. Minimum
format_version1.16.100. Vanilla fog identifiers in theminecraftnamespace cannot be redefined, so use your own namespace and repointbiomes_client.json. Chunks still stop rendering at the client's render distance, so the result is a hard chunk edge instead of a fade.water,lava,lava_resistance,powder_snowandweatherfog are separate entries and Nether/End biomes need their own overrides. Unlike the Java pack this does not touch shaders, so it has no mod-compatibility problem.Sources
Maintained by
tools/vt-diff. Edits inside this block are overwritten on the next run.