...so users can instantly see what's happening with regards specularity, roughness, shadows and lighting. I'm pretty sure all games involve moving things. If not all, then at least the majority. In 3D, most games involve a moving camera so, for added kicks, use Cinemachine to move multiple cameras around and switch between them. Perhaps even place a few cameras at crucial points, with pertinent settings, to demonstrate decisions made with regards lighting, materials, rendering and post processing. Consider materials for moving objects featuring metals, woods, glass, skin, plastics and emission fx. Let these showcase Unity's amazingness and pertinence to each platform and target rendering ability. Ensure these shapes are sufficiently interesting that (when moving) they create dynamic shadows and highlights, and reveal nuances and compromises in the ambient occlusion and baking differences between each template's settings and suggestions. Have a couple of objects highlighting differences in trails and their abilities in each template with regards receiving and creating shadows, material choices and geometry considerations. Show particles and their respective ideal materials and object counts n each template. Demonstrate emissive materials, and show the limits of post processing effects in each template, along with suggested means of achieving transparent effects in each.