Physically-Based Car Jumping

Wow. Just, wow. I started converting the art assets in "Car Jumper" from the Legacy mobile shaders to the new physically-based Standard Shader in Unity 5. The difference is shocking, which is a testament to how powerful Unity has become. After I've finished converting all of the shaders, I'll start in on the GUI. I have to rewrite the GUI code, implement some visual feedback for power-ups, and add some art to the actual UI elements.

Physically-Based Shading in Unity 5

Finally sat down and explored the new PBR shader in Unity.  It's been a while since I've done a good old-fashioned still life, so I found a couple of random objects in the back yard and went to work.  After shooting some reference photos, I quickly free-modeled the assets in Blender so I could focus on the materials.  Unity 5 offers two material workflows for its Physically-Based Shading: Metallic and Specular.  For this first project, I used the Metallic workflow, since it more closely resembles the old material workflows I used for "Car Jumper".  Once I understood the difference between Metallic and Smoothness parameters, I was shocked by the quality of the results.  3d rendering packages have had this functionality for years, but to see it in a realtime environment is extremely cool.

Group Shot

Group Shot

Various Reference Photos

Various Reference Photos

Hose Nozzle 1

Hose Nozzle 1

Hose Nozzle 2

Hose Nozzle 2

Spade

Spade