Some more plant-related stuff, no surprise here. I’ll enumerate the various blocks I designed the last couple of days.
Potatoes
I re-designed most of the normals and heightmaps for the various stages of potato growth. Here are some screenshots with various shaders, showcasing potatoes and farmland.

BSL v8.0 
Chocapic v9.1 PBR test 
Chocapic v9.1 PBR test 
Chocapic v9.1 PBR test 
Continuum 2.1 alpha build 12 
Continuum 2.1 alpha build 12 
KappaPT T6 
KappaPT T6 
Kappa v4.0 T2a 
Kappa v4.0 T2a 
Kappa v4.0 T2a 
Kappa v4.0 T2a 
Kappa v4.0 T2a 
Kappa v4.0 T2a 
MollyVX 
MollyVX 
SEUS PTGI HRR 2.1 
SEUS PTGI HRR 2.1 
SEUS PTGI HRR 2.1 
SEUS PTGI HRR 2.1 
Spectrum 
Spectrum
Sea pickles

BSL v8.0 
BSL v8.0 
Chocapic v9.1 PBR test 
Continuum 2.1 alpha build 12 
Continuum 2.1 alpha build 12 
KappaPT T6 
KappaPT T6 
Kappa v4.0 T2a 
Kappa v4.0 T2a 
MollyVX 
SEUS PTGI HRR 2.1 
SEUS PTGI HRR 2.1 
SEUS PTGI HRR 2.1 
SEUS PTGI HRR 2.1 
Spectrum 
Spectrum
Red Mushrooms

BSL v8.0 
BSL v8.0 
Chocapic v9.1 PBR test 
Continuum 2.1 alpha build 12 
Kappa v4.0 T2a 
Kappa v4.0 T2a 
MollyVX 
SEUS PTGI HRR 2.1 
SEUS PTGI HRR 2.1 
Spectrum 
Spectrum
Poppies

BSL v8.0 
Chocapic v9.1 PBR test 
Continuum 2.1 alpha build 12 
KappaPT T6 
MollyVX 
SEUS PTGI HRR 2.1 
Spectrum 
Spectrum
Rose bushes

BSL v8.0 
Chocapic v9.1 PBR test 
Continuum 2.1 alpha build 12 
KappaPT T6 
Kappa v4.0 T2a 
Kappa v4.0 T2a 
Kappa v4.0 T2a 
MollyVX 
SEUS PTGI HRR 2.1 
Spectrum
Peonies

BSL v8.0 
Chocapic v9.1 PBR test 
Continuum 2.1 alpha build 12 
KappaPT T6 
Kappa v4.0 T2a 
Kappa v4.0 T2a 
MollyVX 
SEUS PTGI HRR 2.1 
Spectrum
Quite a lot of new, reworked stuff. I might revisit some of the existing double-height plants I showcased the last couple of weeks to adjust the stems, but nothing too ground-breaking.
You can see most shaders get on quite well with the normals, POM, and sub-surface scattering on such plant-related blocks. Sub-surface scattering is usually hardcoded on those though, but just in case Vanillaccurate has SSS values on the LabPBR variant anyways. It’s mostly useful for blocks that aren’t usually hardcoded as such (like diamond or obsidian), some shaders already offer to choose between hardcoded SSS, LabPBR texture-defined, or both (much like some already offer the same for emissives).
Anyways, a bit more to do then I can share a whole new version to you guys and gals. Stay tuned, stay safe!