Flexible Textures, Immersive Tracks
When driving on the simulator, the road and its textures are critical, often occupying around one-third of the screen.
While our existing texture sets produced reasonable results, we consistently ran into issues when configuring shaders or switching between day and night conditions. Settings that looked good at night often failed during the day due to limitations in the combination of our shaders and textures.
To address this, I upgraded our existing tarmac texture setsand developed them alongside updated shaders in Unity, with the goals of enhancing visual fidelity, reducing production time and simplifying configurability.
Given the wide variety of tracks we create, tarmac type and color vary significantly. The the system needed to be flexible enough to quickly update or modify textures for any scenario while maintaining accurate PBR values for consistent results under all lighting conditions.
I used Substance Designer to create high-quality, adaptable textures, enabling a workflow that efficiently produces flexible, PBR accurate assets tailored for Unity-based simulation environments.
The new tarmac textures provide consistent visual quality across all tracks and lighting conditions, improving driver immersion while reducing manual shader tweaking and production time. The flexible system allows our team to rapidly adapt textures to new tracks or scenarios without compromising PBR accuracy.


