This is a bit of demonstrating at what stage the outdoors features in the engine are: terrain, water, skies.
You can see the sky gradient, some aerial perspective is applied to the farthest mountains. The sun is somewhere above the camera.
The terrain is tile based, using the height & normal maps and vertex texture fetch. The detail textures are applied in the fragment shader using some simple algorithm based on the height and the slope.
The water shader has been modified slightly to avoid to much reflection (or it looks like mirror with some waves).
Tossed Mia, duck, sphere and the spot light to make it more interesting. You can see Mia's shadow on the water from the spot light behind her.
In the upper right corner is the 'map' showing the current position and everything around within 250 m radius. The tiny island near the center is where Mia is jumping.