Biome + environment world presets
The goal is to create additional presets to better match the environment of places like the End, Nether, and underwater. Day and night are effectively covered by the Create Sky operator, but these others are not.
The original use case was someone struggling to make an underwater scene, and also wanted to be able to quickly set up a nether scene.
This could be accomplished in a few ways, but my initial thought is to make a "create biome" button. It would have the following behavior:
- Setup the world shader based on the selected biome
- Add particle effects over the entire area of the world imported (if existing) being emitting. This could setup things like The End particles.
- To avoid performance drop, possibly implement this in cells or variable sized "chunks" so it's hidden the farther away you are from the camera. This would pair well with the automated world import system
- Geometry nodes is a possible way to implement this in a fast way (more to spawn or hide duplicates of chunk sized instances that already have particles coming down, similar to how torch collections have their particles part of the source instance so they aren't calculated for every single instance added).
- Custom mist: This bounding box used for particle gen could also be used for a fast, camera-facing emission volumetric if needed, particularly relevant for underwater.
- Update all materials containing the "Add Color" operator and apply the according green color to best match (to differentiate e.g. between a Savana and an Alpine biome).
There would be a dropdown for the different biomes, several would likely be grouped together. See Minecraft Tint for more information and to provide input on the number of colors needed. Grass/leaf tint could also be its own dropdown separate to particle setup.
Revisiting this, while all of these features would be great, it would still be useful to have an initial start where different options exist for the Create Sky background. This issue could be split up into two stages based on that.