Example Resource Pack for [Entity Texture Features]
This resource pack serves as an excellent demonstration of all the capabilities offered by the Entity Texture Features mod. While it's also compatible with OptiFine, some additional features are exclusive to ETF.
Main Features
Creeper Texture Variety
Creepers feature different texture variations, with colors generally being more subtle except when named or in specific biomes.

Emissive Skeletons and Their Variants
Skeletons not only have different textures but also feature glowing effects.

Contextual Blocks and Armor Stands
Block entities and armor stands change their appearance based on the block they're placed on.

Animal Variety
Cows feature different textures, chickens transform into ducks in swamps and rivers, and baby chicks are yellow.

Animated Mobs
Most mobs blink their eyes, adding realism to the world.

Zombie Variants
Zombies also receive various texture variations.

Interactive Biome Textures
Beds placed on grass feature small grass strands on the legs, while in humid biomes, vines wrap around block objects.

Emissive Mooshrooms
Mooshrooms are not only varied and glowing but have unique mushroom textures that don't affect block objects.

Cold Climate Effects
In cold biomes, block objects display snow coverings.

Literary Elements
Lecterns and enchanting tables now feature different book textures instead of standard versions.

Golems
Player-created golems don't have vines, unlike their natural counterparts.

Charged Creepers
Charged creepers receive an inverted blue appearance.

Screaming Goats
Goats in screaming mode visually match their in-game behavior.

Dynamic Phantoms
Phantom blue flesh changes based on distance to the player – when they move away, only skeletal remnants remain, enhancing the haunting ambiance.

Panda Genetic Mechanics
If a panda possesses a hidden brown characteristic gene, this displays in textured detail while maintaining other variant elements.

--- Additional Features:
- For horses, mules, donkeys, and llamas: Red eyes appear with poor statistics, green eyes with at least one good attribute…
According to available information, recently some details have been refined concerning descriptions relating to environment changes based on in-game conditions, with further aspects addressing biome-specific enhancements adding analytical elements towards optimization paths.