#Multiverse client-side configuration #This is the number of layers to render rifts with #Range: > 1 riftLayers = 3 #This is the offset in blocks for each rift layer to combat Z-fighting. #Range: 0.0 ~ 1.7976931348623157E308 riftZOffset = 5.0E-4 #This is the fraction of the width/height of the rift that the first layer starts. #Range: 0.0 ~ 1.0 riftLayerStart = 0.85 #This is the rate that the distance between rift layer grows using an exponential function. #Range: 0.0 ~ 1.7976931348623157E308 riftLayerGrowth = 0.5 #This is the minimum opacity of a rift's layers as a fraction. #Range: 0.0 ~ 1.0 riftMinOpacity = 0.5 #This is the maximum opacity of a rift's layers as a fraction. Must be at least riftMinOpacity. #Range: 0.0 ~ 1.0 riftMaxOpacity = 1.0 #This is the distance in blocks that rift blocks are rendered. #Range: > 0 riftRenderDistance = 256 #This is the max distance in blocks that rift explosion particles will spawn from the center. #Range: 0.0 ~ 1.7976931348623157E308 riftExplosionParticleRange = 4.0 #This is the number of rift explosion particles spawned per tick. #Range: > 0 riftExplosionParticles = 6 #This is whether only vanilla shaders are used to render. Try setting to true if rifts are invisible due to custom shaders. vanillaOnly = false