Dev Note: When coding a volumetric sky like Nishita Method, you can let pure physics drive the colors, or inject custom artistic tweaks. These hacks cost ~0 performance!
But if you strip them away for a basic static sky, why pay Nishita's heavy raymarch tax? Use a cheaper model.
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A note to myself or other MC Shader Dev: when you make TAA, exclude sky (to not smear) and include glass (better aliasing).
On distance also, implement an increase temporal accumulation like if stay is 2 sample TAA, then make it 4-16 TAA when character moves if you have aliasing
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