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Base Texture Type

SuperMartijn624 edited this page Jun 18, 2026 · 1 revision

Base Texture Type

Fusion adds some common properties that can be used by all texture types. In case you want to use the properties on their own, the base identifier can be used.
The following base properties are available:

key values default description
emissive true or false false Whether the texture should always appear to be fully bright, i.e. as if at a light level of 15
render_type opaque, cutout, translucent None Overrides the render type used for the texture
tinting biome_grass, biome_foliage,
biome_water
None Overrides the tinting to the set method rather than what is hardcoded for the block. (usually no tinting, or think blocks like grass, vines, or leaves)

The render_type property can allow the use of transparent textures on otherwise opaque blocks. Setting the render type to opaque would mean pixels in the texture will be rendered fully opaque, to cutout would mean every pixel in the texture will be either fully transparent or fully opaque, and translucent would mean pixels will be rendered with the transparency in the texture.

The tinting property can tint textures based on where a block is placed. Normally this is hardcoded per block and only certain blocks have a tinting method set. Examples would be the grass block, most foliage like leaves, vines, or grass, or water. Setting the value to biome_grass would make it use the same tinting method as the grass block, to biome_foliage the same as for foliage, and biome_water the same as water.

Here is an example of what the metadata file for a base texture could look like:

{
  "fusion": {
    "type": "base",
    "emissive": true,
    "render_type": "cutout",
    "tinting": "biome_grass"
  }
}

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