I had some time to study the lighting model system in U3.0 today,so I added an anisotropic Ward model to Unity
It’s a BDRF that allows for more difference in the material looks than Blinn-Phong.
I added some additional stuff to it too,like cubemapped reflections.
This model does add a lot to material definition,but is too expensive if several Ward materials are in the scene.
Should be good for hero props though
Check it out here:
http://dl.dropbox.com/u/10887020/WebPlayer.html
Very cool!