The fresnel "world light" impacts clouds now, so they're brighter when near the sun. The horizon atmospheric scattering / blue'ing / fog already does this based on how asobo coded the game. But, I toned down that when I made "bluer skies" option to help show a bit more landscape. By having the clouds brighten back up, it enhances the atmospheric more, and helps the whole "sunny trail" of the scene enhance.
Also, this picture demonstrates the missing shore foam on distant lake / ocean water. The water is just a peaceful "plane" sitting on the land.. as it should be. No white squiggly dancing around to distract you.
The velour-style fresnel highlights are also enhancing the grass to the right of the fox (along with their built-in specular), and is making the distant landscape to the left highlighted in various spots to add depth and body to it.
The fresnel "world light" impacts clouds now, so they're brighter when near the sun. The horizon atmospheric scattering / blue'ing / fog already does this based on how asobo coded the game. But, I toned down that when I made "bluer skies" option to help show a bit more landscape. By having the clouds brighten back up, it enhances the atmospheric more, and helps the whole "sunny trail" of the scene enhance.
Also, this picture demonstrates the missing shore foam on distant lake / ocean water. The water is just a peaceful "plane" sitting on the land.. as it should be. No white squiggly dancing around to distract you.
The velour-style fresnel highlights are also enhancing the grass to the right of the fox (along with their built-in specular), and is making the distant landscape to the left highlighted in various spots to add depth and body to it.