I was wondering, would it be possible to implement fresnel-oriented options for static mesh materials? I know fresnel shading is already lightly implemented; it's used for water, and a very, very subtle version of the effect can be seen on indirectly lit or unlit areas of static meshes. The reason I ask is because fresnel options are very important in creating realistic glass and car paint, two of the most common materials seen in a vehicle simulator. In order to be helpful for car paint, it would need to be able to mute or emphasize cubemaps and realtime reflections, and to make good-looking glass, it would also need to apply to transparency. Needless to say, this would be difficult. But of any content creation-related feature, this is probably highest on my wishlist. For those who don't know what I'm talking about: Spoiler: Fresnel Explanation Basically, Fresnel Equations attempt to simulate a surface's greater apparent reflectivity and opacity when looking at it from an indirect angle. Or even simpler: the sharper the angle, the shinier it looks.
Add Fresnel for all materials is in our roadmap, but before we can start improving the quality of our render we need to fix our performance issues
Don't worry; I never suggest anything with the impression urgency. Performance optimizations are an understandable priority and would directly deal with the foundations of the material system (no need to add to the structure you're about to renovate). Take your time.