Wet Tracks
I've always been a bit let down with the quality of the track in the wet, and so as part of the new track shader refactoring, I decided to put some work into the wet tracks. The track is basically rendered using a mask, where it blends in a few textures based on this mask. I utilised this approach to blend in puddles based on how wet the track is (which can be changed realtime), puddles are rendered using a normal map (to give it a more ripply effect) and the cube map for sky reflections.
See the screenshots to show how I can now vary the weather/lighting and track wetness at realtime easily.