I wanted to use custom shaders/materials to drive the look of the scene in a specific way- both in lighting and how the materials respond to the environment. Most of the assets were made by me. Ray traced reflections and everything else is baked.
Grass is an unlit material with various pixel depth based shadowing and outlining effect which is really cheap to render. Post process material used to add isolated chromatic aberration only to clouds, and scene levels based shadow patterns.
Big shout out to my friend Clayton for his feedback and helping me by painting the backdrop clouds!