: Not too much longer. I've gotta merge JeffR's improved voxelization, get it properly detecting material texture colors, sort out an issue with normals and then make sure my reflection angles are all correct. After that though, I think it'll be ready to be tested in some dev environments.
There's a ton of improvements and tweaks that can and will be done for awhile, but as far as being able to place a volume, generate some GI and use it in a game? Maybe a week away.
: I'm not personally diving in the PBR side of things, az has a handle on that. I did, however, lay all the groundwork and make material info available in the reflection shader, allowing az to shape the reflections in a more PBR-esque way. PBR really needs something to do glossy reflections that doesn't cost as much as dynamic cubemaps, and while this doesn't completely fill the void, it's a step in the right direction. I think the glossy reflections from this combined with a screenspace reflection shader should produce plausible glossy reflections for PBR, which is a HUGE part of PBR. PBR without reflections is like a sandwich without bread.