Better looking default terrain/sky/water in scene editor | SHADER PART
water/underwater & sky shader by Martins Upitis to get feel of what we should get.
So, Martins is a great programmer, his work is open source and he share it with everyone. We can study his work to get outstanding results in SSE.
http://devlog-martinsh.blogspot.ru/2013/11/waterunderwater-sky-shader-update-03.html
So, what we need for SSE:
1) Water shader;
1.1) Water must include: underwater shader, waterdrops, water density (subsurface scattering) reflections and refractions, caustics, underwater distortion (2dfilter), procedural waves, underwater bubbles (2d filer or particles);
2) Sky shader;
2.1) Sky should include: not complicated sun (without god rays, no flares, they are in separate issue )), Day/Night cycle
3) On ground water (rivers, lakes, pools etc) similar to ocean but with one main difference:
3.1) They should not wave bid procedural distortion, but must have support of flowmaps
This should be in scene by default to give first users strong impression about SSE and existing users can create games without bothering about configuration of scene.