I'm trying to imitate this concept as a way to help get better at lighting in Unity.

Very early days but here is a blockout with no textures. I have a reflection probe at the front. My neon is made in substance and has area lights to help push it's neon onto the baked textures.
As a test, my substance floor (just grey for now) is set to standard>roughness setup. No roughness, no metallic. So as expected it's mirroring the neon etc as desired but without the same intensity as the concept. I've noticed that if I pull metallic from no metallic (black) to have some amount of metallic it starts to look correct BUT that goes against the rules, unless unknown to me that water=metallic when it comes to substance/unity?
Anyway, first things first. I want to nail that ground first but just want to understand how to deal with water puddles.
