Per-block atlas tile coordinates for each face group, plus an optional
uniform sRGB tint multiplied into the sampled albedo at render time.
Grass/leaves atlas tiles are a grayscale mask (e.g. grass top)
and rely on a per-biome color multiplier. We apply it per BlockType
rather than per-biome — good enough until biome-blended tints are added.
Per-block atlas tile coordinates for each face group, plus an optional uniform sRGB tint multiplied into the sampled albedo at render time.
Grass/leaves atlas tiles are a grayscale mask (e.g.
grass top) and rely on a per-biome color multiplier. We apply it perBlockTyperather than per-biome — good enough until biome-blended tints are added.