Car Paint Shader PRO [RELEASED]



LINK TO ASSET STORE
FULL RESOLUTION IMAGES
YOUTUBE VIDEO

Car Paint Shader PRO gives you efficient and photorealistic shaders for car models.

Pack includes 8 shaders :

  • Car Paint
  • Car Paint Duo Color
  • Car Paint with Alpha Blending
  • Car Paint with Bump Mapping and Reflection Refraction
  • Car Glass Shader with Reflection and Fresnel Formula
  • Car Glass Shader with Bump Maping and Reflection Refraction
  • Car Chrome Shader
  • Car Paint with Decal

Features :

  • Up to 4 Lights Sources + Directional Light
  • Full Self Shadowing and Shadow Casting
  • Works in Forward and Deferred Rendering
  • Diffuse and Ambient Color
  • Specular Color with Gloss
  • Bump Mapping
  • Reflection Cubemap
  • Reflection Fresnel
  • Flakes with 3 prepared sparkle textures fully adjustable via shader parameters

If you have any feature requests let me know we will add it in next update.

Bunch of Images :








Can we see it in a webplayer? Would love to rotate the lights and the model a bit.

Sure we can prepare webplayer. Stay tuned I will post info in this topic

Sorry I was sick few days but now I’m back. So one request so far is webplayer with moving lights?

Looks quite nice!
Upon seeing the first screenshots, I wondered about pearlescent style of paint(multi-colour), but the 3rd to last picture (the blue+purple car) seems to suggest this is possible.

One thing I would like to know though (maybe it would/could be visible in the webplayer?); can it do real-time reflections?
I think this is an important feature that any good looking car-racing game absolutely needs to have.

Ravel said his shaders can, and they cost the same. (I don’t really like to draw comparisons, but these are obviously competing products :stuck_out_tongue: )

This looks promising. I’d like to second Djiel’s question though: Are real-time reflections possible?

Yes real time reflections are possible just like in Ravel shader - by using script that renders environment to cube-map every frame …
And yes they cost the same on shader side :slight_smile: Not on cubemap rendering side.

I think Ravel don’t tell all truth in his topic - I dont know.
There is no way Ravel shader uses screen space reflection - and if use - those can be only use to fresnel reflections.

About script - its small script that I can share with everyone interested.

I’d definitely recommend adding this, yes. Would make me interested in buying it, anyway :stuck_out_tongue:

I cannot add real reflection script to pack because it will make shader require Unity Pro. So I can upload it somewere (its simple script from wiki btw)


Shader properties

Incoming update 1.1 :

2 more shaders :

  • CarPaint + DuoColor
  • CarPaint with Alpha (for colored lamps for example)

Screenshots :


This certainly looks impressive!

Just for clarification…Isn’t Unity Pro required for this to work as pictured?

No - only Unity Basic. Why?

I think I will better understand exactly how your shader works once the Webplayer demo is up.

It would be great if the demo is in the garage pictured above, with the ability to rotate the car. :slight_smile:

Yah, a webplayer or a video would be awesome!

OK guys I will prepare demo for you. Stay tuned

Wow this is very good. waiting the demo

Demo is ONLINE :slight_smile:
WEB DEMO LINK
All car materials are from this package.

In free time I will add some color point lights flying around car to visualize that shaders react on point lights
Demo uses Deferred Lightning and SM3.0. Sorry but I had lightmaps for DL and didnt wanna rebake all over again for Forward Rendering.

Sweet! Looks awesome! When I get to the point in my game when I’m ready for paint, I am definitely getting this. Thanks for making the demo.

Thanks. No problemo :slight_smile: