Hello Everyone,

Autumn is here and brings rain and wet patches, so we better get prepared.

During the summer time, we concentrated on dry asphalt dynamic changes and variations, both in terms of graphics and physics, trying to improve the driving experience.

We started working hard on a dedicated shader for the road or whatever driveable surface. This permitted us to handle in an optimum way the graphics quality through using pbr materials and generating wet surfaces and rubber marks with a mix of “physical” materials that can be elaborated by our physics engine.

Even though we haven’t finished and optimized our code, the results are very interesting and greatly improves the driving feeling, especially in the transitions from one surface to another.

This is how the material editor looks inside unity.