Procedural, real time, dirt shader. That's some pretty fancy sounding dirt! Jokes aside, this amazing and out-of-nowhere project being worked on by sebastian___ is something every level designer is going to want to take a look at as this is one very cool way to add a whole lot more detail to a whole range of objects!
New Screenshots
Here Sebastian has provided us with some example uses of this shader. Anything from blood on a corpse to a dirty tank barrel and many more uses.
Animated GIF's
There's also some animated GIF's which compare with and without the shader. This is only a small preview of what's available in the thread, so if you need more convincing then you should visit the thread for tonnes of images!
List of features:
Many sliders and colors
Two different dirt layers on a model each one with their own settings
Unlike the Frozen layer - the dirt layer could be different on each 3d model
The existing Frozen Material / layer would not be deleted / replaced
Multiple types of dirt materials / presets
Different types of frozen looks - increased ice / only ice / only snow
Oily mechanical parts
Rusted irons
Mossy water pipes
Wet surfaces without the drops and flows
And of course dirty, dusty objects
Models using this would appear to have higher quality because the dirt shader is procedural so the dirt, ice, or moss would have infinite resolution (at least in theory).
Sebastian has a download available in the thread (as an attachment) so if you'd be interested in trying it out then make sure you head over to the thread, available from the links below.