Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $59.50. The latest store price is $59.50, matching the lowest recorded price shown here.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $59.50 | Latest store price | |
| $119 | Unity First Price 2026-11-05 2026-11-05 | |
| $59.50 | Unity New Release Discount 2026-11-05 2026-11-19 | |
| $59.50 | Unity New Release Discount 2026-11-05 2026-11-19 |
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Cinematic Car Paint (URP)
- Theme > Realistic
- Art & Visuals > VFX
Drive (pun intended) a vehicle from showroom finish to wet, weathered or heavily corroded bodywork with one material: a layered automotive shader, object-space decals under the clear coat, GPU rain simulation across bodywork and glass consistent in the vehicle space, an editor rust-growth workflow, and even hardware ray-traced reflections! We packed as much cinematic realism into this to push URP to its limits!
Documentation
Layered automotive paint
The shader models the layers of a real automotive finish: base coat, metallic flakes and clear coat, with optional pearl and iridescent films and candy coat depth. Six flake pigment families range from aluminium cornflake to holographic, and distance-aware filtering keeps flakes from shimmering as the vehicle moves away. Start from one of over 20 supplied materials or build your own finish in the grouped inspector.
Under-clearcoat decals
Place stripes, race numbers and wraps in object space, sized in millimetres and rendered beneath the clear coat. No dedicated UV layout is needed, and projection diagnostics show scale and alignment problems while you set up a vehicle.
Rain across the body and glass
Droplets are simulated on the GPU across the vehicle surface. They land, bead and pin to the paint, then break loose and run downhill, leaving trails and wetting the panels. The vehicle's own motion sweeps water rearwards. A matching glass shader covers the windscreen and windows.
Comprehensive Rust simulation
Peeled paint, bare metal, rusting layers - all entirely procedural. An editor simulation grows a corrosion history across the vehicle's geometry: from sills, seams and panel edges into larger colonies, across small gaps between panels. Bake it and a single control moves the vehicle from clean paint to advanced corrosion at runtime.
Ray-traced reflections
A DXR renderer feature reflects scene geometry on or off screen, with reflections inside reflections when multiple bounces are set. Without ray-tracing hardware the paint uses reflection probes, and the included probe component follows the vehicle. A custom raytracing acceleration set allows extreme realism of your scene OFF CAMERA reflections. Performance is tuned bu a vehicle-local radius, LOD group support and reflection render scale and tiling.
Modular setup
The paint works with just the material. Add the vehicle component for rain, decals and simulated rust, and the renderer features only for the systems you want.