Winter landscape featuring a winding, challenging road set as a race track.This is a Unity Asset representing a racing track, optimized for drifting games, but can be easily adapted for circuit racing, drag racing or point-to-point racing.The map can be traversed in both directions.Scene descriptionThis is a Unity Asset representing a racing track in a winter snowy environment, optimized for drifting games, but can be easily adapted for circuit racing, drag racing or point-to-point racing.The scene contains Unity terrain with multiple texture layers and object details (rocks, grass, bushes). The other objects present in the scene are: tires, signs (for speed and direction), checkpoint gates, trees, rocks.The map can be traversed in both directions.Elements in the scene are grouped and labeled. Each entry starts with the prefix rfd_ so these resources can be easily located in your project.StructureThe Asset folder is organized with folders: Materials, Models, Prefabs, Textures.PrefabsThe map makes use of prefabs. There are a total of 7 prefabs.Each prefab has its scale set to 1 on all axes and its position set to 0 on all axes. Double click on a prefab allows you to edit it and its children. Note: Changes will modify each prefab instance.Model: Vertices | Edges | FacesSpeed pole: 28 | 52 | 26Race gate: 122 | 260 | 140Road signs: 20 | 36 | 18Rock: 1800 | 4700 | 2800Tire group (30 tires): 11000 | 2300 | 11500Tree: 400 | 800 | 430Wood fence: 200 | 300 | 140None of the models and prefabs contain animations.All models are UV mapped.TexturesOn average, textures are 2048px x 2048px.The texture size depends on its purpose in scene, some objects have larger textures for more detail, other are smaller for far away placement.All textures are in PNG format, some have an active alpha chanel (for example the plants).All textures have been properly set up in the editor (for example normal maps are flagged appropriately).There are no texture maps.LightingThe project makes use of Universal Render Pipeline (URP).Light probes have been positioned in the map for best results when making use of them.Models have the Generate lightmap UVs option checked for faster and better lightmapping.Post processingThe scene has post processing applied. The following effects are being used: Bloom, Depth of Field, Vignette, Color Adjustments and Chromatic Aberration.CollisionsModels have collisions applied to them. Most objects use the Box collider to calculate collisions faster.Polygon count has been kept low, this track can be easily run or be optimized for mobile devices.NotesNo audio, music, cars, scripts or other special effects are included in the package.HelpYou can contact me by email if you want me to help you with something regarding this map.