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.
While this is the editing window of the physical properties of the road. Material templates are available by default but the user (modder) can edit and customize those set, in order to create the desired results.
The new features will be available as an asset editor for Unity and it will permit modders to create new dynamic special stages with ease. The results can be seen in the following screenshots of special stages, created just by varying the amount of humidity in the editor.