How to Add Overlays and Conditional Textures to Blocks and Entities
Overlay Textures on Blocks
Fusion can draw a second texture on top of a block using connecting models and textures. Create the overlay image and a properties file that references it as an overlay layer. Fusion renders the base texture first, then composites the overlay, so use transparency in the overlay PNG where you want the base to show through. This is useful for moss, cracks, snow caps, or decorative trim that should follow the block's shape.
Conditional Textures
Fusion can also swap or add textures based on conditions such as altitude, biome, or dimension. In the properties file, define the condition and the alternate texture to use when it is met. For example, a block can show a snowy variant above a certain height or a different look in a specific biome. The same conditional system can modify entity models and textures, letting a mob change appearance depending on where it is.
Testing Conditions
Conditions are evaluated at runtime, so you must test in the actual environment — move to the right biome, dimension, or height and watch the texture change. Use F3 to read your coordinates and biome, then reload with F3+T. If the condition never triggers, double-check the condition key spelling and that the alternate texture path is correct.