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The shaders that made the game look closest to the anime in terms of color etc. has to be the Raging Blast series IMO.
sometimes when I pick right character, and perform right move current shade looks turelly amazing...
i think one thing i wish they improve is the lighting, skills should really effect how lighting looks in envitoment, when i use kamehameha i want great size of an area glow in blue/white colours.
also make it so that ki skills would blind us a bit more
While your example is valid, the point is not the shader as many things are totally fine as they are. The issue here is about the specular level of some part... especially alien/fiction parts.
There's also 1 thing you got to remember : The anime kinda change its lighting based on what's going on which isn't possible in games.
What this means is that, in the anime... and especially in the latest anime, the lighting is relatively flat when in non-combat, but then a much bigger dept in the shadows and lights is added during the fights because Dragon Ball is truly a lights show when it comes to fights.
Since this is a fighting game, they had to focus on the lighting effect that represent well the fighting scenes in the anime.
That example you gave from Cell v1 is good when not in combat... but in combat, whenever "lights" source start coming in the scene, it would feel wrong.
This is a fact in Dragon Ball since Dragon Ball GT : When in fight, characters become more shiny as a way of making them reflect whatever attack they are taking on which help in the dept of how "overwelmed" they can become from their enemies' attack.
You might think that Dragon Ball and Dragon Ball Z was better than GT and GT wasn't really Dragon Ball, but in terms of quality of the picture, GT used new technology to the making of the animes with better lighting that emphase the combat scenes.
Basically, they would have to play with the specular and fractel level of the character depending on what's going on to make the game exactly like in the anime.