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 )
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 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 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)
Demo is ONLINE 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.