Caves are too dark
Pitch dark caves are cool and scary, but would suck for gameplay. You can't see the ground you are standing on, let alone the cave around you: any cool generation, any ores or points of interest.
I would like to keep the basic cave biome in 100% darkness. I don't want the base caves to be lit, to avoid the boring gameplay of turning your brightness up instead of placing torches.
So I think we should give each biome a base light level parameter (and while we are at it, maybe also a base fog color/density), that get set in a shader uniform. A smooth transition should be used when changing biomes.
This issue might not be relevant with #728
This didn't end up being as much of a problem as I thought it would. And with lava caves, crystal caves, and glimmergill caves, caves can be pretty bright.