v3.7 experimental, I switched to using Fresnel Lighting highlights on everything. The velour shadow highlights (the white frosty higlights you see above) were implemented as fresnel previously, but decided to go all-in now.
Fresnel is a lighting method created by how objects interact with light. When something is in front of a light, the light seems to wrap around its edges creating a halo or rim light. That's fresnel. When your viewing angle becomes more parallel to a surface, the surface starts to seem brighter..(like image above on the sand) that's fresnel.
The game was already using fresnel to blend reflections with things (eg: water reflections, vehicle clear coats, etc). But, everything has fresnel to some extent. So, I just added it to everything. So, you'll drive along and notice it out in the daylight as well as shadows, but it will probably be more prominent in shadows as it creates "frosty" areas that add depth to objects and overall scene.
v3.7 experimental, I switched to using Fresnel Lighting highlights on everything. The velour shadow highlights (the white frosty higlights you see above) were implemented as fresnel previously, but decided to go all-in now.
Fresnel is a lighting method created by how objects interact with light. When something is in front of a light, the light seems to wrap around its edges creating a halo or rim light. That's fresnel. When your viewing angle becomes more parallel to a surface, the surface starts to seem brighter..(like image above on the sand) that's fresnel.
The game was already using fresnel to blend reflections with things (eg: water reflections, vehicle clear coats, etc). But, everything has fresnel to some extent. So, I just added it to everything. So, you'll drive along and notice it out in the daylight as well as shadows, but it will probably be more prominent in shadows as it creates "frosty" areas that add depth to objects and overall scene.