jefequeso: Unity's the same. Usually you can tell pretty much instantly if a game is made on Unity, unless it does a lot to avoid/hide the recognizable effects and features.
F4LL0UT: Yeah, although the way you phrased it it sounds like you imply that when choosing a certain engine you're to some degree stuck with a certain look unless you do major customisation while it doesn't actually take much time or effort to end up with a completely original look that "hides" the engine. I think the main reason why engines are comparably distinguishable is that there are comparably few being used. For instance I believe that if id Tech and CryEngine were licensed more often it would be harder to tell if a game is running on Unreal Engine or not and it would be other details that tell you that it's not UE rather than the graphics.
Well, that's true. If there were more engines out there being used, it would be harder to distinguish them.
As for "hiding the look...." well, I'm certainly not an engine expert, but I think it depends. The ugly default Unity sunflare? Yeah. You can spot it instantly, but it's really easy to modify (and it SHOULD be modified, in my opinion). But something like the wind effects for terrain grass billboards? Not quite as easy to spot, but still something you can pick up on. And much harder to modify... if there's any real reason to modify it in the first place.
Similarly, I remember back before Unreal 4 and Unity 5, one of the most telling differences between Unity and Unreal III was the lighting. They just looked completely different, even at a higher level. I'm sure someone more savy than I will know why.
The other part of this is that there's seldom any reason to avoid every possible "tell" in an engine. For example, Unity 5 now has a new "procedural skybox." It's basic at best, but provides a nice foundation if you want dynamic weather or a day/night cycle. So why not use it?
You can also be on the lookout for things that would be caused by engine limitations. Weird flashlight shadows that cut off when you get too close to something? Unity game. Texture loading problems? Unreal III game.
Basically what I'm saying is that you can certainly change a lot with an engine like Unity, but I think there's generally going to be similarities between games made on the same engine. Because without a specific reason, there's no...well... REASON to avoid those things.
catpower1980: Unity in all sizes and shapes:
http://unity3d.com/showcase/gallery Yeah, you can certainly stretch it for all sorts of looks.