Haha, thanks
. Luckily for us users, the shader files are accessible and easily modifiable. If you use the dev version of the game, it reloads the necessary files automatically and you even get compilation errors if you screw up
. Currently it's even faster than updating shaders in Unity3D (to be fair, Unity3d has to compile Cg into many different files, so it has a lot more work to do)
The colors are actually based on race color, not team color, which is why the ship I keep showing screenshots of is yellow (neutral planet). Max can probably tell you more about it.
New Stuff:
I studied the existing code some more, because there were some things I didn't know how to change. Turns out that directionality of the shield impacts is actually built-in, but invisible because of the way it is applied.
I modified most parts of the pixel shader to support better reflections than our first attempt, and a Cloudy noise effect.
Unfortunately, the original effect covered up some problems with the uv-mapping of the shield, and as soon as I modified the noise, the individual polygons became a bit too easy to see:

So I changed the noise texture lookup to be based on the actual position of the pixel in space.

Which gives a better result for bubble shields.
Same effect, lowered minimum shield opacity:

There are still some things I'd like to add. Max was hoping I could apply bloom to the shield so it seems to glow, and I agree that would probably look cool, but I'm not sure how to do that yet. Also, since I replaced the original ripple effect, I want to create a new one. Perhaps a band of high opacity moving across the shield.
But first, it's time to get some sleep ^^.
I hope you guys like it
.
[Edit] uploaded copies of the images to my own website, because Steam did not like the hotlinking ^^