
To catch up to Bowser, Mario has to visit different worlds and collect Moons to power his spaceship, the Odyssey. Like previous Mario games, the main goal of Super Mario Odyssey is to collect certain objects and save Princess Peach. They explain in more detail how to set-up all of these special effects.Mario Odyssey Stacking Goombas (Image credit: iMore) If you haven't read them already, I suggest reading the Unity manual pages on materials and post processing.
If you can model or sculpt the geometry you want in a 2D modelling package, the package should have a feature to bake the geometry into a normal map. It's conceptually easier to draw than a normal map and Unity can convert these to normal maps automatically. You can make a height map in a drawing package. You can use the material as-is, you can also use just the normal map and change the albedo, you can cut-and-paste pieces of normal maps together in a drawing package. These are useful for generic stuff like rocks and concrete.
There's a bunch of free materials on the asset store. Here are some ways I've been able to get normal maps: The characters and the vehicles are smooth and don't have many details in the geometry. In the first screen shot with the racers, for example, you might use normal maps for the grooves in the tires, the lumps on the pavement, but not really for much else in there. In Mario games, most things are simple and smooth, though, so you won't need as many as if you were making realistic graphics. Normal Maps are trickier and I struggle with those too. There is also a screen-space ambient occlusion post effect in the post processing stack that I mentioned earlier. Normal maps and Ambient Occlusion are supported by the Standard Shader also but you need to provide your own input maps.Īmbient Occlusion maps can be baked by any 3D modelling package and it's really easy. Reflections are automatically included with the Standard Shader. Download Unity's free Post Processing Stack on the asset store and that effect is included. I assume as for "light bouncing off of objects" you mean the light haze around shiny metal objects like in the first screen shot? That's called "Bloom". I really think the Standard Shader should already have everything you need.
Making your own shaders is difficult unless you have a good understanding of the graphics features. I wouldn't go into making your own shaders yet.