Watching Blade Runner 2049, I was inspired to recreate the protein farm / dead tree scene in Unreal 5. The bleakness of washed-out colours, strong diffuse lighting and low fog visibility are memorable not for the lack of detail but for the feelings they evoke. Plus, it's just a fantastic and integral part of the plot.
FOG
I used Ultra Dynamic Sky to create the layers of volumetric fog and balanced it out with just enough depth offset on the starting position to be able to make out background shapes. Fog and transparency layers can be very expensive in real-time for video games, especially for VR mobile devices due to Overdraw. This is caused when having many transparent objects in a scene, which negatively affects performance when these objects are rendered on top of another several times. This rendering problem is known as Overdraw when the same pixel is drawn multiple times. Current methods to reduce Overdraw are using Dithering and Additive materials.
LUTs
Using the UE5 post-process volume, a useful feature is the Colour Grading LUT and Intensity parameter. A Look-Up Table (LUT) is a mathematically precise way of taking specific RGB image values from a source image – and modifying them to new RGB values by changing the hue, saturation and brightness values of that source image. A LUT can be scientifically precise (such as moving from the sRGB colour space to the DCI P3 Color Space). A LUT can also be used creatively to impose a specific ‘Look’ on a source image, such as the Bleach Bypass look. LUTs are powerful tools you can use to elevate your colour correction and colour grading work. I've included a few different renders using several different LUT textures.