Still a lot to do. I experimented a bit more with the character visuals. I tried doing an underwater caustic shader. I didn't hate it, but I wasn't really in love either:
The idea is that the planet's atmosphere is made of water so when you look up, it always looks like the sun, etc., is being refracted; however, I also tried skybox experiments with this that were turning nightmarish. I did get a nice way for a texture to be projected onto a skybox without looking like it's being mirrored, but the effect still wasn't great.
I also got the characters into the main tactics part of the game (instead of small capsules like before)
The biggest struggle I focused on was environments. I've never been strong at environment modeling, so I tried to find shortcuts in creating mine. I eventually found one in triplanar shaders. I'm not 100% sure if I'll use this approach in the final version, but for now, it's a nice way to conceptually visualize the type of texture I want in the environment, its shape, layout, etc.
Also, if you're using ShaderForge in Unity3D, here's what my shader looks like:
This allows for localized triplanar projection.
My next goal will be combining a new environment into the main game and transitioning between the strategy part and the fighting part without the need of a loading screen.