1. implement possibilities for 6 different surfaces for a tile, e.g a branch tile should have 4 bark surfaces and 2 inner surfaces
2. implement random rotation and reflection of surfaces
3. implement fixed rotation and reflection of surfaces
4. implement custom models, e.g a tall grass tile is a model with two planes crossing in the middle (see: minecraft). implement optional greedy meshing for such models; e.g tall grass textures could fuse together diagonally and grass could have 2 layers who could mesh as well.
5. implement metallicity (e.g block of iron) (?, discuss)
6. implement random shininess (e.g rough diamond block, would sparkle as you move across, see purple rocks in PEAK's Alpine biome)
7. implement emissive textures (e.g a computer screen, see minecraft's enderman/spider eyes and sculk blocks)
8. implement bloom effect (see gregtech's glowing EBF's)