CONCEPTION TWO: The new Konkeptoine shader pack includes 5 shaders related to natural phenomena. It features our NEW Reactive control to Fade parameters based on distance from camera

Sky™: Shader designed to make quick and impressive animatable skies with clouds. Sky includes controls for Cloud Shape and Size, Scale, Offset, Octaves, Puffiness, Density, and enchanced controls to define cloud look. With Sky you can define the Colors of the sky with Horizon and Zenith animatable controls, along with Altitude and gradient sky color control. Not only this, the shader has built in cloud looks for fast and easy start that include Soft , Medium and Hard Cumulus, Cirrus, Stratum, Cirrustratum, Cumustratum, and Soft and Hard Myst modes. Every mode is able to fade in different fashion for complete control: Fade at Horizon, Fade at Zenith, Fade Horizon and Zenith, Fade at Center and Covered Sky.

Caustic™: Marble Noise based shader designed to fake caustic water reflections, electricity, plasmas and more. The shader has Color controls and built-in Luminance parameters, along with a set of fields to customize the fractal nature of the noise. It includes 4 "caustic" types: Caustic Loop, Infinite Caustic, Caustic Swirl and Mixed Caustic

CPuddle™: CPuddle is a simple color shader designed to fake the water movement as it is accumulated in a surface, forming puddles that join until the complete surface is flooded.It includes the same Reactive controls present in the other shaders and the new "Reactive to Distance" options

Limestone™: Limestone" is a "bump-only" shader (Ilike PitsD, BOrganic or Dents, in Conception One shader Pack). This means that the shader only creates bumps, and can be applied to the Diffusse channel in order to work with the reactive built-in functions, being completely “transparent” to other diffuse channel shaders or textures.
Limestone introduces new powefull features in bumper shaders: Ability to be faded. This fading is very usefull when you want the bumps dissapear in (X, Y or Z) axis, or if you want the bumps to be lowered with distance.
“Limestone” has 4 built in different bump looks, so you have 4 bump shaders in one.

zFog™: zFog is a shader designed to fade effects based on distance from the camera. It works generating a ‘fog” that can be applied to some material channels, so the value or color of that channel will be affected by this “fog”. The controls to configure the distance to fade are like the controls you use in the EI fog feature, so it s easy to set up and very effective.

With zFog shader you can do a lot of things that will add sense of depth to your scenes, not only this, you can use it with post production in mind because zFog have fading to Alpha, to Clip and to Opacity Mask options.
You can set up the shader to make objects fade away its specular brightness as they move far from the camera point of view, or gain luminance, or decrease the reflection strength (cool with raytracing, you save time), or change the reflection color, desaturating it with distance, or add glow only to distance objects, or fake the standard EI fog.