An environment I've been working on for my FMP, all assets, engine work and textures done by myself
Under Water post processing volume
God Rays (light Shafts) shader breakdown. Used throughout scene to emphasise light in certain areas.
Water Caustics breakdown. Used inside the cave and below water for effect
Fire Shader Breakdown
Water Shader breakdown
Using a colour look up table to edit the scene contrast, brightness, hue etc. Being able to edit this in photoshop gave me a lot more control over my environment rather than just using the settings within unreal engine.