Ladies and gentlemen...I give you Museum of the Microstar! Our entry into Unity3D's DX11 contest.
In it, you will find some crazy stuff including displacement tessellation, and compute shader driven particle systems. In particular, all materials in this demo utilize the latest and greatest version of my physically-based BRDF material shaders. They are all linear HDR compatible, have consistent visuals between forward and deferred mode, and integrate with Unity's baked lighting systems.
Follow the link and check it out! ;)