{{distinguish|Lightning}}

{{about|the game mechanic|the block called "Light"|Light (block)}}

[[File:lighting_preview.png|thumb|200px|right|Example of light-emitting blocks]]

'''Light''' (or '''lighting''') in ''[[Minecraft]]'' affects visibility, [[mob]] spawning, and the growth of some plants. There are three aspects of ''Minecraft''<nowiki/>'s lighting system: light level, internal light level, and rendered brightness.

== Light level ==
[[File:Clientlight debug.png|thumb|right|The "Client Light" info line as seen in the left side of the debug screen.]]

Light levels can be found on the [[debug screen]] {{in|Java}} next to "Client Light" in parentheses. There exist two main types of light: sky light and block light. Other types of light, not present in the debug screen, are explained in the [[#Internal light level|internal light level]] section. The term ''light level'' may be used to refer to the value of any of the light types.

There are 16 light levels, specified by an integer from 0 (the minimum) through 15 (the maximum).

The game sometimes uses the larger value of the two main light types currently at a block's location for some computations. This is what is known as ''client light'', and its value in the debug screen after the words, "Client Light," is the number before the parentheses (formula: <code>(max(sky light,block light))</code>).

=== Block light ===
Block light comes from [[#Light-emitting blocks|light-emitting blocks]], and spreads using a [[wikipedia:flood fill|flood fill]] algorithm.

The block light level decreases by one for each meter (block) of [[taxicab distance]] from the light source. This applies to each of the 3 coordinate axes. In other words, the light level decreases diagonally by the sum of the distances along each axis. For example:
* If a torch with light level 14 is placed on the floor, the light level of the adjacent floor blocks in all four directions is 13, while the diagonal blocks in all four directions have a light level of 12 (14 minus 1 south, minus 1 east).
* If a torch with light level 14 is placed on a wall one block above the floor, then the block on the floor that is one block southeast of and below the torch has a light level of 11 (14 - 1 <sup>(south)</sup> - 1 <sup>(east)</sup> - 1 <sup>(down)</sup>).

On a surface, this effect produces a diamond-shaped pattern of illumination around the light source. An image of this can be seen in the section, {{slink||Light-emitting blocks}}.

{{IN|Java}}, when calculating lighting, the shapes of some blocks are detected: pistons, daylight detectors, enchanting tables, farmland, lecterns, stonecutters, dirt paths, snow, end portal frames, slabs and stairs, so that the light passing through them can spread only in specific directions. For example, dirt paths prevents the light from propagating downward, but the light can propagate in other directions.

=== Sky light ===
{{Distinguish|Sunlight|#Internal sky light{{!}}Internal sky light|#Rendered brightness{{!}}Rendered brightness}}

Sky light is a type of light that is spread by the [[sky]]. It's not a light source in the natural sense, as it is used mainly for the game's logic computations.

The sky light level for blocks vertically exposed to the sky is 15. Sky light cast onto blocks can spread to adjacent areas using a flood fill algorithm. <em>Sky light is not reduced at night</em>; rather, the spawning of mobs is determined by [[#Internal light level|internal light values]].

[[Opaque]] blocks can prevent the spread of sky light. By contrast, transparent blocks such as [[glass]] and [[iron bars]] have no effect on the sky light level. All light-filtering blocks, however, reduce the spread of sky light.

When sky light of a level of 15 spreads down through a transparent block, the level remains unchanged. When it spreads horizontally or upward, it reduces 1 light level. However, when it spreads through a [[#Light-filtering blocks|light-filtering block]], it does not follow the above two rules and attenuates specific light levels. 

Sky light with a level less than 15 spreads as block light - when it propagates to adjacent (including top and bottom, six blocks in total) blocks, it is attenuated until it is 0.

{{IN|Java}}, when calculating lighting, the shapes of some blocks are detected: piston, daylight detectors, enchanting table, farmland, lectern, stonecutter, grass path, snow, end portal frame, slabs, and stairs. They have directional opacity, so that the light passing through them can spread only in specific directions. For example, the dirt path prevents the light from propagating downward, but the light can propagate in other directions.

=== Light-filtering blocks ===
{{IN|Java}}, all of the following light-filtering blocks decrease sky light by 1 level (but do not affect block light).
{| class="wikitable" data-description="Light-filtering blocks"
|+Light-filtering blocks {{in|Java}}
!Icon
!Block
|-
![[File:Water JE16-a1.png|25px]]
|[[Water]]
|-
![[File:Waterlogged Oak Fence.png|25px]]
|All transparent [[waterlogged]] blocks
|-
![[File:Bubble Column.png|25px]]
|[[Bubble column]]
|-
![[File:Ice.png|25px]]
|[[Ice]]
|-
![[File:Frosted Ice.png|25px]]
|[[Frosted ice]]
|-
![[File:Cobweb.png|25px]]
|[[Cobweb]]
|-
![[File:Oak Leaves.png|25px]]
|[[Leaves]]
|-
![[File:Slime Block.png|25px]]
|[[Slime block]]
|-
![[File:Honey Block.png|25px]]
|[[Honey block]]
|-
![[File:Monster Spawner.png|25px]]
|[[Monster spawner]]
|-
![[File:Lava.gif|25px]]
|[[Lava]]
|-
![[File:Beacon.png|25px]]
|[[Beacon]]
|-
![[File:End Gateway.png|25px]]
|[[End Gateway (block)|End gateway]]
|-
![[File:Chorus Plant.png|25px]]
|[[Chorus plant]]
|-
![[File:Chorus Flower.png|25px]]
|[[Chorus flower]]
|-
![[File:Shulker Box.png|25px]]
|[[Shulker box]]
|}

{{IN|Bedrock}}, light-filtering blocks can reduce more levels of block or sky light. The following values are the amounts by which each block decreases the light level.
{| class="wikitable" data-description="Light-filtering blocks"
|+ Light-filtering blocks {{in|Bedrock}}
!Icon
!Block
!Amount of decrease
|-
![[File:Beacon.png|25px]]
|[[Beacon]]
|14
|-
![[File:Anvil BE.png|25px]]
|[[Anvil]]
|rowspan="6"| 3
|-
![[File:Hopper.png|25px]]
|[[Hopper]]
|-
![[File:Brewing Stand.png|25px]]
|[[Brewing stand]]
|-
![[File:Cauldron.png|25px]]
|[[Cauldron]]
|-
![[File:Ice.png|25px]]
|[[Ice]]
|-
![[File:Frosted Ice.png|25px]]
|[[Frosted ice]]
|-
![[File:Water BE.gif|25px]]
|[[Water]]
|2
|-
![[File:Cobweb.png|25px]]
|[[Cobweb]]
|rowspan="4"| 1
|-
![[File:Oak Leaves BE.png|25px]]
|[[Leaves]]
|-
![[File:Powder Snow.png|25px]]
|[[Powder snow]]
|-
![[File:Stone Slab.png|25px]]
|[[Slab]]s (except double slabs)
|}

=== Light-emitting blocks ===
{{relevant category|Light sources|light-emitting blocks}}

[[File:LightEmittingBlocks.png|thumb|right|Comparison of the different light levels that [[block]]s emit.]]

The following values are the brightness of the blocks themselves.

;15
{{columns-list|
* {{BlockLink|Beacon}}
* {{BlockLink|id=conduit-active|Conduit}} (active) 
* {{BlockLink|End Gateway}}
* {{BlockLink|End Portal}}
* {{BlockLink|Fire}}
* {{BlockLink|Sea Pickle}} (four) 
* {{BlockLink|Froglight}}
* {{BlockLink|Glowstone}}
* {{BlockLink|Jack o'Lantern}}
* {{BlockLink|Lantern}}
* {{BlockLink|Lava}}
* {{BlockLink|Lava Cauldron}}
* {{BlockLink|Campfire|Lit Campfire}}
* {{BlockLink|Lit Redstone Lamp|link=Redstone Lamp}} (lit)
* {{BlockLink|id=respawn-anchor-side|Respawn Anchor}} (fully charged)
* {{BlockLink|Sea Lantern}}
* {{BlockLink|Shroomlight}}
* {{BlockLink|id=Lit Copper Bulb|Copper Bulb}} (lit)
}}
;14
{{columns-list|
* {{BlockLink|id=lit-cave-vines|Cave Vines}} (with berries)
* {{BlockLink|End Rod}}
* {{BlockLink|Torch}}
* {{BlockLink|Colored Torches}}{{only|Education|Bedrock|short=1}}
* {{BlockLink|Underwater Torch}}{{only|Education|Bedrock|short=1}}
}}
;13
{{columns-list|
* {{BlockLink|id=lit-blast-furnace|Blast Furnace}} (lit)
* {{BlockLink|id=lit-furnace|Furnace}} (lit)
* {{BlockLink|id=lit-smoker|Smoker}} (lit)
}}
;12
{{columns-list|
* {{BlockLink|Vault}} (active)
* {{BlockSprite|Candle}} (four lit)
* {{BlockLink|Glowing Obsidian}}{{only|Education|Bedrock|short=1}}
* {{BlockLink|Sea Pickle}} (three) 
* {{BlockLink|id=Lit Exposed Copper Bulb|Exposed Copper Bulb}} (lit)
}}
;11
{{columns-list|
* {{BlockLink|Nether Portal}}
* {{BlockLink|id=respawn-anchor-side-3|Respawn Anchor}} ({{frac|3|4}} charged)
}}
;10
{{columns-list|
* {{BlockLink|Crying Obsidian}}
* {{BlockLink|Soul Campfire}} (lit)
* {{BlockLink|Soul Fire}}
* {{BlockLink|Soul Lantern}}
* {{BlockLink|Soul Torch}}
}}
;9
{{columns-list|
* {{BlockLink|Candle}} (three lit)
* {{BlockLink|Deepslate Redstone Ore}} (lit)
* {{BlockLink|Redstone Ore}} (lit)
* {{BlockLink|Sea Pickle}} (two)
}}
;8
{{columns-list|
* {{BlockLink|id=Lit Weathered Copper Bulb|Weathered Copper Bulb}} (lit)
* {{BlockLink|Trial Spawner}} (active)
}}
;7
{{columns-list|
* {{BlockLink|Enchanting Table}}
* {{BlockLink|Ender Chest}}
* {{BlockLink|Glow Lichen}}
* {{BlockSprite|Redstone Torch}} (lit)
* {{BlockLink|id=respawn-anchor-side-2|Respawn Anchor}} ({{frac|1|2}} charged)
}}
;6
{{columns-list|
* {{BlockSprite|Sea Pickle}} (one)
* {{BlockLink|Sculk Catalyst}}
* {{BlockLink|Candle}} (two lit)
* {{BlockLink|Vault}} (inactive)
}}
;5
* {{BlockLink|Amethyst Cluster}}

;4
{{columns-list|
* {{BlockLink|Large Amethyst Bud}}
* {{BlockLink|id=Lit Oxidized Copper Bulb|Oxidized Copper Bulb}} (lit)
* {{BlockLink|Trial Spawner}} (inactive)
}}
;3
{{columns-list|
* {{BlockLink|Magma Block}}
* {{BlockSprite|Candle}} (one lit)
* {{BlockLink|id=respawn-anchor-side-1|Respawn Anchor}} ({{frac|1|4}} charged)
}}
;2
* {{BlockLink|Medium Amethyst Bud}}

;1
{{columns-list|
* {{BlockLink|Brewing Stand}}
* {{BlockLink|Brown Mushroom}}
* {{BlockLink|Calibrated Sculk Sensor}}
* {{BlockLink|Dragon Egg}}
* {{BlockLink|End Portal Frame}}
* {{BlockLink|Sculk Sensor}}
* {{BlockLink|Small Amethyst Bud}}
}}
;0–15
* {{BlockLink|id=light|Light (block)}}

== Internal light level ==
[[File:Internal light with time and skylight.gif|thumb|400px|Internal sky light versus time and sky light]]

The '''internal light level''' is used for calculations within the game. The game uses the internal light level of one block to compute aspects of the game, which include [[mob spawning]], the growth of some plants, and [[Daylight Detector|daylight detector]] outputs. It's calculated as the maximum level of the block light and the internal sky light (formula: <code>(max(internal sky light,block light))</code>).

=== Internal sky light ===
The game uses sky light, time, and weather to calculate an '''internal sky light''' value (also known as '''darkening sky light'''). This value is an integer with a maximum level of 15; it can also be negative.

As the [[Overworld]] becomes darker, the internal sky light gets lower. [[#Render brightness|Render brightness]] is what dictates the illumination of the Overworld, not internal sky light.

In other [[dimension]]s, the internal sky light level is always 0 due to the lack of sky light in them.

Below there are two charts that explain how internal sky light is affected by the time and weather at sky light level 15. To obtain an internal sky light for a sky light level ''s'' less than 15, take the internal level ''L'' at 15 and subtract from it the difference between 15 and ''s'': <code>''L''&minus;(15&minus;''s'')</code>.

{| class="wikitable"
!Icon
!Weather
!Internal sky light when sky light is 15
|-
!{{EnvSprite|sun}}
| noon, during clear weather
|15
|-
! {{EnvSprite|rain}}<br>{{EnvSprite|snowfall}}
|noon, during [[rain]] or [[snowfall]]
|12
|-
!{{EnvSprite|thunderstorm}}
|noon, during a [[thunderstorm]]
|10<ref group="storm">During thunderstorms, hostile mobs are allowed to spawn as if the internal sky light level were actually 5.{{verify|[[Thunderstorm#Effects]] asserts it "is treated as if it were 0"}}</ref>
|-
!{{EnvSprite|moon}}
|midnight, during any weather
|4
|}

{{notelist|storm}}

{| class="wikitable" style="text-align:center"
! rowspan="2" |Internal sky light
! colspan="2" |Clear
! colspan="2" |Rain or snowfall
! colspan="2" |Thunder
|-
!Time '''↓'''!!Time '''↑'''
!Time '''↓'''!!Time '''↑'''
!Time '''↓'''!!Time '''↑'''
|-
|4
| colspan="2" |13,670&ndash;(Midnight/18,000)-22,330
(8,660 Gtk/7:13)
| colspan="2" |13,670&ndash;(Midnight/18,000)-22,330
(8,660 Gtk/7:13)
| colspan="2" |13,670&ndash;(Midnight/18,000)-22,330
(8,660 Gtk/7:13)
|-
|5
|22,331&ndash;22,491
(160 Gtk/8 sec)
|13,509&ndash;13,669
(160 Gtk/8 sec)
|22,331&ndash;22,565
()
|13,436&ndash;13,669
()
|22,331&ndash;22,671
()
|13,330&ndash;13,669
()
|-
|6
|22,492&ndash;22,652
(160 Gtk/8 sec)
|13,348&ndash;13,508
(160 Gtk/8 sec)
|22,566&ndash;22,798
()
|13,203&ndash;13,435
()
|22,672&ndash;23,010
()
|12,990&ndash;13,329
()
|-
|7
|22,653&ndash;22,812{{only|short=1|Java}}<br />22,653&ndash;22,813{{only|short=1|Bedrock}}J: (159 Gtk/7.95 sec)

B: (160 Gtk/8 sec)
|13,188&ndash;13,347
(159 Gtk/7.95 sec)
|22,799&ndash;23,031
()
|12,969&ndash;13,202
()
|23,011&ndash;23,352
()
|12,648&ndash;12,989
()
|-
|8
|22,813{{only|short=1|Java}}&ndash;22,973<br />22,814{{only|short=1|Bedrock}}&ndash;22,973
J: (160 Gtk/8 sec)

B: (159 Gtk/7.95 sec)
|13,027&ndash;13,187
(160 Gtk/8 sec)
|23,032&ndash;23,266
()
|12,734&ndash;12,968
()
|23,353&ndash;23,700
()
|12,300&ndash;12,647
()
|-
|9
|22,974&ndash;23,134
(160 Gtk/8 sec)
|12,867&ndash;13,026
(159 Gtk/7.95 sec)
|23,267&ndash;23,504
()
|12,497&ndash;12,733
()
|23,701-(Dawn/24,000/0)&ndash;59 
(240 Gtk/12 sec)
|11,941{{only|short=1|Java}}&ndash;(Dusk/12,000)-12,299<br />11,942{{only|short=1|Bedrock}}&ndash;(Dusk/12,000)-12,299
J:(358 Gtk/17.9 sec)

B:(357 Gtk/17.85 sec)
|-
|10
|23,135&ndash;23,296
(161 Gtk/8.05 sec)
|12,705&ndash;12,866
(161 Gtk/8.05 sec)
|23,505&ndash;23,745
()
|12,256&ndash;12,496
()
| colspan="2" |60&ndash;(Noon/6,000)-11,940{{only|short=1|Java}}<br />60&ndash;(Noon/6,000)-11,941{{only|short=1|Bedrock}}J: (11,880 Gtk/9:54)

B: (11,881 Gtk/9:54)
|-
|11
|23,297&ndash;23,459
(162 Gtk/8.1 sec)
|12,542&ndash;12,704
(162 Gtk/8.1 sec)
|23,746&ndash;23,991
()
|12,010&ndash;12,255
()
| colspan="2" |N/A
|-
|12
|23,460&ndash;23,623{{only|short=1|Java}}<br />23,460&ndash;23,624{{only|short=1|Bedrock}}J: (163 Gtk/8.15 sec)

B: (164/8.2 sec)
|12,377&ndash;12,541
(164 Gtk/8.2 sec)
| colspan="2" |23,992&ndash;(Dawn/24,000/0)(Noon/6,000)(Dusk/12,000)-12,009
(12,017 Gtk/10:00.85)
| colspan="2" |N/A
|-
|13
|23,624{{only|short=1|Java}}&ndash;23,790<br />23,625{{only|short=1|Bedrock}}&ndash;23,790
J: (166 Gtk/8.3 sec)

B: (165 Gtk/8.25 sec)
|12,210&ndash;12,376
(166 Gtk/8.3 sec)
| colspan="2" |N/A
| colspan="2" |N/A
|-
| 14
|23,791&ndash;23,960
(169 Gtk/8.45 sec) 
|12,041&ndash;12,209
(168 Gtk/8.4 sec)
| colspan="2" |N/A
| colspan="2" |N/A
|-
| 15
| colspan="2" |23,961&ndash;(Dawn/24,000/0)(Noon/6,000)(Dusk/12,000)-12,040
| colspan="2" |N/A
| colspan="2" |N/A
|}

== Effects of light ==
Light affects various things in the world: from [[crop growth]], to [[mob spawning]] and behavior, and so on. Below, there are charts that depict the effects of light on various mobs and blocks.

Keep in mind that light level is only one of the considerations that apply to mob spawning and plant growth. Check the corresponding articles for more information.

=== Mobs ===
[[Passive]] mobs, and some friendly [[neutral]] mobs, do not spawn at night. They require a minimum internal light level of 9{{only|short=1|Java}} or 7{{only|short=1|Bedrock}} to spawn, while [[mooshroom]]s, [[polar bear]]s, and [[rabbit]]s require an internal light level of 12{{only|short=1|Bedrock}}.

Most [[hostile]] mobs spawn in the [[Overworld]] when it gets dark at night or in caves, but torches and other light-emitting blocks prevent the mobs' spawn. These mobs need a maximum internal sky light level of 7 and a block light level of 0 to spawn.

Several [[undead]] mobs are set on fire for 8 seconds when hit by [[sunlight]]; these mobs try to avoid such areas and do not burn while in water, in the rain, wearing a helmet, or in the shade.

The following chart describes the spawning and behavior of various mobs in function of the [[block light]].

{| class="wikitable" style="text-align:center;" data-description="Effects of various internal light-levels"
|-
!{{diagonal split header|Mob|Light level}}
!0
!1
!2
!3
!4
!5
!6
!7
!8
!9
!10
!11
!12
!13
!14
!15
|-
!{{EntitySprite|bat}} [[Bat]]s
| colspan="4" {{tc|no|Spawn at y: 0–62}}
| colspan="12" {{tc|unknown|Do not spawn}}
|-
!{{EntitySprite|blaze}} [[Blaze]]s
| colspan="12" {{tc|no|Spawn in [[nether fortress]]es}}
| colspan="4" {{tc|unknown|Do not spawn}}
|-
!{{EntitySprite|wither-skeleton}} [[Wither skeleton]]s
| colspan="8" {{tc|no|Spawn in [[nether fortress]]es}}
| colspan="8" {{tc|unknown|Do not spawn}}
|-
!{{EntitySprite|zombified-piglin}} [[Zombified piglin]]s
| colspan="12" {{tc|no|Spawn in [[the Nether]]}}
| colspan="4" {{tc|unknown|Do not spawn}}
|-
!{{EntitySprite|slime}} [[Slime]]s ([[slime chunk]])
| colspan="16" {{tc|no|Spawn in slime chunks at Y: -64–40}}
|-
!{{EntitySprite|slime}} [[Slime]]s ([[swamp]])
| colspan="8" {{tc|no|Spawn in swamp biomes at Y: 50–70}}
| colspan="8" {{tc|unknown|Do not spawn}}
|-
!{{EntitySprite|skeleton}} [[Skeleton]]s
| colspan="1" {{tc|no|Spawn in the [[Overworld]]}}
| colspan="7" {{tc|neutral|Spawn in the Nether}}
| colspan="7" {{tc|unknown|Do not spawn}}
| colspan="1" {{tc|yes|Do not spawn, burn in [[sunlight]]}}
|-
!{{EntitySprite|zombie}} [[Zombie]]s<br>{{EntitySprite|chicken-jockey}} [[Chicken jockey]]s
| colspan="1" {{tc|no|Spawn in the [[Overworld]]}}
| colspan="14" {{tc|unknown|Do not spawn}}
| colspan="1" {{tc|yes|Do not spawn, burn in [[sunlight]]}}
|-
!{{EntitySprite|drowned}} [[Drowned]]
| colspan="1" {{tc|no|Spawn in [[ocean]]s and [[river]]s}}
| colspan="14" {{tc|unknown|Hostile, do not spawn}}
| colspan="1" {{tc|yes|Burn in [[sunlight]], ignore player outside water when in sunlight}}
|- 
!{{EntitySprite|creeper}}[[Creeper]]s<br>{{EntitySprite|witch}} [[Witch]]es
| colspan="1" {{tc|no|Spawn in the Overworld}}
| colspan="15" {{tc|unknown|Do not spawn}}
|-
!{{EntitySprite|phantom}} [[Phantom]]s
| colspan="8" {{tc|no|Spawn in the Overworld if player hasn't entered a [[bed]] in over 3 in-game days}}
| colspan="7" {{tc|unknown|Do not spawn}}
| colspan="1" {{tc|yes|Burn in [[sunlight]]}}
|-
!{{EntitySprite|spider}} [[Spider]]s<br>{{EntitySprite|cave-spider}} [[Cave spider]]s<br>{{EntitySprite|spider-jockey}} [[Spider jockey]]s<ref group="note">The [[jockey]] behaves as it would by itself.</ref>
| colspan="1" {{tc|no|Spawn in the Overworld}}
| colspan="14" {{tc|unknown|Hostile, do not spawn}}
| colspan="1" {{tc|yes|Do not spawn, [[neutral]] unless provoked}}
|-
!{{EntitySprite|silverfish}} [[Silverfish]]
| colspan="12" {{tc|no|Spawn from [[monster spawner]]s in [[Stronghold]] or [[Trial Spawner]] in [[Trial Chambers]]}}
| colspan="4" {{tc|neutral|Spawn from [[monster spawner]]s on top of stone type block it can enter}}
|-
!{{EntitySprite|enderman}} [[Endermen]] 
| colspan="1" {{tc|no|Spawn in all three dimensions}}
| colspan="7" {{tc|neutral|Spawn in [[the Nether]]}}
| colspan="8" {{tc|yes|Do not spawn, teleport randomly in Overworld}}
|}

{{notelist}}

=== Blocks ===
{{IN|Java}}, most types of plants can grow at [[night]], even if not supplied sufficient light from a [[#Light-emitting blocks|light-emitting block]], as long as plants of certain types are receiving a sufficient [[#Sky light|sky light]] value. This is because those types use the [[#Light level|client light]] formula. In other words, those types do not grow in extremely dark areas where the value of sky light that reaches them is not sufficient. Unlike [[#Internal sky light|<em>internal</em> sky light]], regular sky light used by the client light formula does not change with the [[time]] of day or [[weather]]. {{IN|Bedrock}}, more types of plants need a light-emitting block to grow throughout the night than the amount of types that need light at night {{in|Java}}.

{{IN|java}}, insufficiently illuminated crops break (uproot) in the next [[block update]], and planting crops is not possible in such conditions. {{IN|Bedrock}}, crops don't break and can always be planted due to a bug.<ref>{{Cite bug|MCPE|36863|Crops don't break in low light|date=August 19, 2018}}</ref>

Light level is checked at the block's position, even for crops and ice blocks. This check does not occur for bamboo, saplings, grass blocks, and mycelium.

Below is a chart that explains how various blocks react to different types of light <span role="note" class="hatnote navigation-not-searchable crossreference selfref">(see {{slink||Light level}} and {{slink||Internal light level}}, above)</span>. It is intended for ''[[Java Edition]]''. The main differences with ''[[Bedrock Edition]]'' not seen in the chart are:

* All plants and mushrooms in the chart are affected {{in|Bedrock}} by [[#Internal light level|internal light]] instead of client light.
* [[Mycelium]] {{in|Bedrock}} is affected by [[#Light level|client light]] instead of internal light.

Blocks and plants that are not listed on the chart (for example, [[sugar cane]] and [[cactus]]) are considered to not be affected by any type of light.

{| class="wikitable" style="text-align:center;" data-description="Effects of various light levels"
|-
! width="1%" |Block
! width="4%" |Level 0–3
! width="4%" |Level 4–7
! width="1%" |Level 8
! width="2%" |Level 9
! width="2%" |Level 10
! width="1%" |Level 11
! width="1%" |Level 12
! width="3%" |Level 13–15
|-
! colspan="9" |Affected by [[#Block light|block light]]
|-
!{{BlockLink|Snow}}
| colspan="4" {{tc|yes|Forms}}
| colspan="2" {{tc|unknown|Neither forms nor melts}}<ref group="note">{{Cite bug|MC|217420|Snow neither forms nor melts at block light level 11|date=March 1, 2021}}</ref>{{only|short=1|Java}}<br>Forms{{only|short=1|Bedrock}}
| colspan="2" {{tc|no|Melts}}
|-
!{{BlockLink|Ice}}
| colspan="4" {{tc|yes|Forms}}
| {{tc|unknown|Neither forms nor melts}}<ref group="note">{{Cite bug|MC|217424|Ice neither forms nor melts at block light level 10|date=March 1, 2021}}</ref>{{only|short=1|Java}}<br>Forms{{only|short=1|Bedrock}}
| colspan="3" {{tc|no|Melts}}
|-
! colspan="9" |Affected by [[#Light level|client light]]
|-
!{{BlockLink|Mushrooms}}
| colspan="7" {{tc|yes|Spread}}
| {{tc|no|Uproot unless on [[mycelium]], [[podzol]], or [[nylium]]}}
|-
!{{BlockLink|Pumpkin Seeds|text=Pumpkin|id=pumpkin-stem}} or [[Melon Seeds|melon]] stems<br>{{BlockLink|Bamboo}}<ref group="note">For bamboo growth, the light level is checked in the block above the current height.</ref>
| colspan="3" {{tc|unknown|Does not grow}}
| colspan="5" {{tc|yes|Grows}}
|-
!{{BlockLink|Wheat|link=Wheat Seeds}}<br>{{BlockLink|Carrots}}<br>{{BlockLink|Potatoes}}<br>{{BlockLink|Beetroots|link=Beetroot Seeds}}
| colspan="2" {{tc|no|Uproot}}{{Only|short=1|Java}}<br>Does not grow<ref group="note">{{Cite bug|MCPE|36863|Crops don't break in low light|date=August 19, 2018}}</ref>{{Only|short=1|Bedrock}}
| colspan="1" {{tc|unknown|Does not grow}}
| colspan="5" {{tc|yes|Grows}}
|-
! colspan="9" |Affected by [[#Internal light level|internal light]]
|-
!{{BlockLink|Saplings}}<ref group="note" name="exception">For growth, the light level is checked in the block above it.</ref>
| colspan="3" {{tc|unknown|Does not grow}}
| colspan="5" {{tc|yes|Grows}}
|-
!{{BlockLink|Grass Block}}<br>{{BlockLink|Mycelium}}<br><ref group="note" name="exception"></ref>
| {{tc|no|Becomes dirt if opaque block or partially transparent block on top}}
| colspan="2" {{tc|unknown|Does not spread}}
| colspan="5" {{tc|yes|Spreads to nearby dirt}}
|-
!{{BlockLink|Frosted ice}}
| colspan="8" |<div role="note" class="hatnote navigation-not-searchable">Further information: {{slink|Frosted Ice|Usage}}</div>
|-
! colspan="9" |Affected by [[#Internal sky light|internal sky light]]
|-
!{{BlockLink|Daylight detector}} (inverted)
| colspan="8" |Output = 15 - Current light level
|}

{{notelist}}

== Rendered brightness ==
[[File:1.9 lighting curves (gamma=0).png|thumb|right|Examples of the internal lightmap texture (the game's brightness setting is at the default of 50). Horizontal axis is block light, vertical is sky light.]]

The game uses the light level (instead of internal light level), time, and weather to compute the rendered brightness of a given block or an entity. Light is completely monochromatic and cannot be truly colored.

As mentioned above, sky light is not reduced at night, instead, the brightness curve itself changes based on the time. Entities cast circular{{only|Java}} or tridecagonal{{only|Bedrock}} shadows; however, these are unrelated to the rendering of blocks.

In general, lighting due to blocks results in a higher brightness, which is balanced by the fact that light due to blocks effectively starts at 14 (solid light source blocks emit a level of 15, but that applies to the light source block itself) while sky light brightness is 15 outdoors. Light due to blocks also tends toward orange in the middle ranges, while sky light in the [[Overworld]] daytime is white.

In the [[Overworld]] with the "Moody" brightness setting, full daylight reaches 98% brightness,<ref name="luma" group="luma">Brightness here refers to [[wikipedia:Rec. 601|ITU-R BT.601]] luminance value (luma)</ref> while at night brightness is reduced to about 17%<ref name="luma" group="luma" /> and is shaded blue. Full darkness is about 5% brightness.<ref name="luma" group="luma" />

In [[the Nether]], sky lighting doesn't play a role since there is no source of sky light (although if there were, it would reach about 99% brightness.<ref name="luma" group="luma" />) Full darkness with the "Moody" brightness setting is at about 25% brightness,<ref name="luma" group="luma" /> slightly darker than a block light level of 7 and no sky light in the Overworld, and is shaded orange like block light.

In [[the End]], sky lighting wouldn't play a role even if there were a source of sky light; this can also be seen if [[lightning]] is summoned in the End (there is no flash of brightness like there is in other dimensions). Full darkness in the End with the "Moody" brightness setting is about 28% brightness,<ref name="luma" group="luma" /> and is shaded toward a bluish-green rather than the orange of the Nether and of block lighting.

In [[Java Edition 20w14∞]], most unique dimensions have unique lighting system. However, most of the Easter egg dimensions do not have darkness at all. Instead, they are fully bright, but in an Easter egg dimension called <code>gallery</code> has the blue lighting nearly identical to the Overworld at night (only significantly brighter). Easter egg dimensions that resembles the Overworld with just world generation modifications (namely <code>busy</code>, <code>chess</code>, <code>decay</code>, <code>holes</code>, <code>pillars</code>, <code>rooms</code>, <code>slime</code>, and <code>zone</code>) have the same lighting as in the Overworld. <code>blacklight</code> has the inverted lighting system derived from the Overworld. <code>colors</code>, <code>red</code>, <code>green</code>, and <code>blue</code> dimensions resembles the Overworld with lighting mixed with dimensional [[tint]]ing, and <code>darkness</code> is blended with darkness at higher distances far away from the origin. Its darkness cannot be fixed with [[Night Vision]] effect.

{| class="wikitable" style="text-align:center" data-description="Light spread schematic"
|+Light level of daylight/biome
|-
!Light level ><br>Biome/time of day v
!0
!1
!2
!3
!4
!5
!6
!7
!8
!9
!10
!11
!12
!13
!14
!15
|-
!Overworld (day) 
| colspan="16" style="background-image: linear-gradient(to right, rgb(250,250,250), white)" |
|-
!Overworld (night, approximate)
| colspan="16" style="background-image: linear-gradient(to right, rgb(42, 42, 71), rgb(81, 69, 87), rgb(120, 101, 107), rgb(181, 163, 149), white)" |
|-
![[Java Edition 20w14∞#World generation|Blacklight]] (day)
| colspan="16" style="background-image: linear-gradient(to right, rgb(5, 5, 5), black)" |
|-
![[Java Edition 20w14∞#World generation|Blacklight]] (night, approximate) 
| colspan="16" style="background-image: linear-gradient(to right, rgb(213, 213, 184), rgb(174, 186, 168), rgb(135, 154, 148), rgb(74, 92, 106), black)" |
|}

{{notelist|luma}}
{{-}}
=== Smooth lighting ===
[[File:SmoothAnimSmal.gif|frame|The difference between Smooth Lighting on and off.]]

'''Smooth lighting''' is a lighting engine that blends light levels across block faces and darkens corners using [[Wikipedia:Ambient occlusion|ambient occlusion]] to add semi-realistic shadows and glowing from light sources. It affects only rendered brightness, not the light level, so it has no effect on mob spawning or crop growth. It is set on by default. [[Painting]]s, [[item frame]]s<ref>{{Cite bug|MC|1531|No smooth lighting on item frames and paintings|date=October 31, 2012}}</ref> and [[water]] surfaces<ref>{{Cite bug|MC|227302|Smooth lighting doesn't work properly on the water surface|date=June 3, 2021}}</ref> are unaffected.{{only|Java}}

Smooth lighting can be turned on or off in the [[video settings]].
{{-}}

=== Ambient occlusion in Minecraft ===
{{Cleanup|section=section}}

In many newer games, ambient occlusion is mainly generated dynamically by the GPU.
But ''Minecraft'' calculates ambient occlusion in the code based on voxel placement and brightness levels. 

Ambient occlusion is responsible for adding shading to an ordinary texture. It is a layer of translucent textures, on top of the normal textures.
Overlaying these AO textures onto a texture is called AO mapping.
There are about five AO texture patterns used in ''Minecraft''<nowiki />'s smooth lighting, excluding flips and rotations, and only three patterns algorithmically. Strictly speaking, it's probably more than that. That's when the intensity changes with the brightness level. But they are solved by [[tint]].

=== AO texture pattern ===
{{Cleanup|section=section}}

If AO mapping is selected only to the northwest of the voxel, the following pattern is possible.

{| class="wikitable"
!Number
!Image
|-
|0
| style="background-color:#8af" |[[File:Aomap example (W).png|120px]] [[File:Aomap example (NW).png|120px]] [[File:Aomap example (N).png|120px]]
|-
|1
| style="background-color:#8af" |[[File:Aomap example (nW).png|100px]] [[File:Aomap example (n-w).png|120px]] [[File:Aomap example (Nw).png|100px]]
|-
|2
| style="background-color:#8af" |[[File:Aomap example (w).png|120px]] [[File:Aomap example (nw).png|80px]] [[File:Aomap example (n).png|120px]]
|-
|3
| style="background-color:#8af" |[[File:Aomap example (none).png|120px]]
|}

These classifications allow one the ability to deduce a pattern from the placement of each voxel.
The following function can then be used to compute the opacity of the voxels' vertices, depending on the presence of the side and corner voxels.

 function vertexAO(side1, side2, corner) {
   return 3 - (side1 + side2 + corner)
 }

This generates a 2×2 pixel image using the values of each vertex. The pixels are small, but when zoomed in using anti-aliasing, it gradates.

[[File:Ao texture (x40).png]] [[File:Ao texture (x40 anti-aliasing).png]]

== History ==
{{HistoryTable
|{{HistoryLine|java pre-classic}}
|{{HistoryLine||Cave game tech test|link=Cave game tech test|The lighting engine in [[Java Edition Classic|Classic]] was simple, with only two light levels, bright and dark. Brightness of the "dark" level is about 40%. "Sunlight" is emitted by the top edge of the map and hits any block that is under it, regardless of distance. It passes through transparent blocks to light blocks underneath. Blocks that do not receive light are in a dim shadow that remains at the same level of brightness no matter how far they are from a light source.}}
|{{HistoryLine|java classic}}
|{{HistoryLine||May 26, 2009|link=wordofnotch:113224701|Notch discussed the feasibility of having dynamic lighting with limited range, allowing possibilities like defining blocks like lava to emit light.}}
|{{HistoryLine|java indev}}
|{{HistoryLine||0.31|dev=20091223-0040|Added 10 degrees of brightness, with a maximum of 9 for full daylight and a minimum of 0 for almost complete darkness. Brightness is a linear scale and represents its value divided by 8; for example 8 is 100% ({{frac|8|8}}) and 7 is 87.5% ({{frac|7|8}})..}}
|{{HistoryLine|||dev=20100109|There are now 16 degrees of brightness, with a maximum of 15 for full daylight and a minimum of 0 for almost complete darkness.
|Sunlight now has a maximum light value of 15.}}
|{{HistoryLine|||dev=20100204-2027|Passive mobs now spawn only in higher light levels, and hostile mobs spawn only in the dark.}}
|{{HistoryLine||20100212-1210|Sunlight's light value steadily decreases from dusk, until it reaches a night-time minimum value of 4, representing moonlight.}}
|{{HistoryLine|java alpha}}
|{{HistoryLine||unknown|Lighting is no longer linear.
|Each brightness value below 15 is 80% as bright as the one above it. For example, 14 is 80% as bright as 15, and 13 is 64% as bright as 15.
|Sunlight now has its own light array and optimizations to make dawn and dusk smoother. During dusk, nighttime, and dawn, a "darkness" value is subtracted from the sky to create the effects of different times of day.}}
|{{HistoryLine||v1.2.0|dev=preview|Added [[the Nether]], where light decreases by 10% each level, rather than the normal 20%. 
|Hostile mobs could spawn in higher light levels at lower depths, using the formula 16 − (Layer / 8). At level 8 and below, mobs could spawn even in sunlight.}}
|{{HistoryLine||v1.2.1|Notch reverted mob spawning to the original method, saying, "It was way too annoying. I have plans on what to do with this."}}
|{{HistoryLine|java beta}}
|{{HistoryLine||1.3|Smooth lighting engine added with the help of MrMessiah.<ref>https://web.archive.org/web/0/http://notch.tumblr.com/post/3446675806/minecraft-beta-1-3</ref>}}
|{{HistoryLine||1.8|dev=Pre-release|Implemented a new lighting engine. The lighting on a block is given a tint based on the most prominent source of light.
|Day/night cycles no longer require chunk updates and have a smooth transition.
|Artificial light now gives a subtle "flicker."}}
|{{HistoryLine|java}}
|{{HistoryLine||1.4.2|dev=12w39a|Dinnerbone fixed black patches in world generation,<ref>{{tweet|Dinnerbone|250952827608915969|Remember that silly lighting bug where world would generate with big black patches? Well you may not remember it in the future; it's fixed.|September 26, 2012}}</ref> and began overhauling the lighting systems such as changing the lighting of blocks to allow for directional lighting.<ref>{{tweet|Dinnerbone|250904989885661184|It's such a small thing to look at, but this required unbelievable amounts of code changing :D|September 26, 2012}}</ref><ref>http://www.reddit.com/r/Minecraft/comments/10g4mi/dinnerbone_at_this_point_i_think_its_almost/</ref>}}
|{{HistoryLine||1.5|dev=13w05a|Improved lighting interaction with stairs.}}
|{{HistoryLine|||dev=13w06a|Several lighting optimizations.}}
|{{HistoryLine|||dev=13w09a|Added three different levels of smooth lighting: Off, Minimum, and Maximum. Minimum uses the old Smooth Lighting, and Maximum fixes a bug with stairs.}}
|{{HistoryLine||1.7.2|dev=13w36a|Black patches in world generation and structure generation were made a lot less common.<ref>{{tweet|jeb|362559336033165312|Finally! Much fewer "black spots" in the terrain generator, such a relief {{=}})|July 31, 2013}}</ref>}}
|{{HistoryLine||1.8|dev=14w30a|The lighting engine was significantly improved, removing most black spots present in world generation.}}
|{{HistoryLine||1.13|dev=18w06a|Various crops can now grow at night after they stopped requiring internal light in favor of client light.}}
|{{HistoryLine||1.14|dev=18w43a|The lighting system has been rewritten.}}
|{{HistoryLine|||dev=18w46a|Added support for directional opacity of [[block]]s.}}
|{{HistoryLine|||dev=19w09a|[[Wheat]], [[carrots]], [[potatoes]], and [[beetroots]] now check for necessary light to grow and survive in the crop's block. Previously, growth was checked above the crop, and survivability in the crop itself}}
|{{HistoryLine|||dev=19w11a|[[Pumpkins]] and [[melons]] now check for necessary light to grow in the stem's block. Previously, growth was checked above the stem.}}
|{{HistoryLine||1.14.2|dev=pre4|All light is now re-calculated the first time a world saved in a previous version is opened.}}
|{{HistoryLine||1.17|dev=21w13a|Added [[light block]]s, which helps the placement of light.}}
|{{HistoryLine||1.17|dev=21w18a|Slightly reduced light brightness.<ref>{{Cite bug|MC|225088|Overworld surface is darker than before on low brightness|date=May 7, 2021}}</ref>}}
|{{HistoryLine|||dev=Pre-release 2|Smooth lighting now works properly underwater.<ref>{{Cite bug|MC|68129|Smooth lighting doesn't work properly underwater|date=August 18, 2014}}</ref>}}
|{{HistoryLine||1.18|dev=Experimental Snapshot 1|Hostile mobs spawn only in areas where the light level is equal to 0. This change affects only block-light and not sky-light.<ref>{{tweet|_Ulraf_|1414985600273428480|Some more information about: "Monsters will only spawn in complete darkness" * This means that generic monster spawning is now only in complete darkness. (Mobs that have special rules like slimes or phantoms are unaffected by this) * This only affects block-light, not sky-light}}</ref>}}
|{{HistoryLine||1.19.3|dev=Release Candidate 1|The "Maximum" and "Minimum" settings for smooth lighting have been merged, since there is no difference between them.<ref>{{bug|MC-58668||Smooth Lighting Minimum and Maximum levels no longer differ|Fixed}}</ref>}}

|{{HistoryLine|pocket alpha}}
|{{HistoryLine||v0.7.0|Added toggleable smooth lighting.}}
|{{HistoryLine||v0.8.0|dev=build 2|Removed the ability to toggle smooth lighting.}}
|{{HistoryLine|pocket}}
|{{HistoryLine||1.1.0|dev=alpha 1.1.0.0|Readded the Smooth Lighting toggle to Video options.}}
}}

== Issues ==
{{Issue list}}

== Trivia ==
*In ''Minecraft''<nowiki />'s source code, the luminescences are defined using the floating point values in the third column. These floating point numbers are fractions of 16, but are multiplied by 15 to get the integer light value. This means that both 0/16 and 1/16 (0.0 and 0.0625) correspond to the integer light value 0.

== Gallery ==
=== Screenshots ===
<gallery>
Lighting-Moody.png|Lighting, the wool block is exposed to sunlight ("Moody" brightness setting).
Lighting-Bright.png|Lighting, the wool block is exposed to sunlight ("Bright" brightness setting).
Void_Lighting.png|Lighting in the void. Particles and entities are illuminated based on the light level at level 0.
Coral_reef_at_night.png|Light being emitted from sea pickles, a sea lantern, and to a lesser extent, magma blocks.
Light_bug.png|Only the flowing water is lighted by a magma block.
Notch_Light.png|A teaser from Notch showing the new lighting system for the [[Adventure Update]].
Notch_Day_Lighting.jpg|Lighting during the day.
Notch_Night_Lighting.png|Lighting during the night.
Jeb Light.png|Bugged light from a torch.
Dinnerbone Light.jpg|Bugged light creating stripes similar to the [[stripe lands]].
Ulraf Light 1.jpg|Light underground.
Ulraf Light 2.jpg|Light underground.
</gallery>

== References ==
{{reflist}}

== Navigation ==
{{Navbox environment}}
{{Navbox blocks}}

[[Category:Gameplay]]

[[de:Licht]]
[[es:Luz]]
[[fr:Éclairage]]
[[it:Luce]]
[[ja:明るさ]]
[[ko:밝기]]
[[nl:Licht]]
[[pl:Światło]]
[[pt:Iluminação]]
[[ru:Свет]]
[[th:แสง]]
[[uk:Світло]]
[[zh:亮度]]
