Here you go I just hacked the built in shaders. I would start by reading the shaderlab documents and writing surface shaders. Shaders are not an easy concept to grasp at the start. Took me a year to learn a lot.
If you want to do a custom shader I suggest you start simpler with a 1 color shader. Bumped shaders require knowledge of tangent space matrices.
I suggest you use the built in shaders or visual shader editors to help develop them.
Shader "Reflective/Bumped Unlit 2 Cubemaps" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
_MainTex ("Base (RGB), RefStrength (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_AlphaControlMap ("Blend Texture (A)", 2D) = "white" {} //<-- Controls stength using alpha channel a bit of a waste since rgb not used
_CubeA ("Reflection Cubemap A", Cube) = "" { TexGen CubeReflect } //<--
_CubeB ("Reflection Cubemap B", Cube) = "" { TexGen CubeReflect } //<--
}
Category {
Tags { "RenderType"="Opaque" }
LOD 250
// ------------------------------------------------------------------
// Shaders
SubShader {
// Always drawn reflective pass
Pass {
Name "BASE"
Tags {"LightMode" = "Always"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 uv2 : TEXCOORD1;
float2 uv3 : TEXCOORD2;
float3 I : TEXCOORD3;
float3 TtoW0 : TEXCOORD4;
float3 TtoW1 : TEXCOORD5;
float3 TtoW2 : TEXCOORD6;
};
uniform float4 _MainTex_ST, _BumpMap_ST, _AlphaControlMap_ST;
v2f vert(appdata_tan v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
o.uv2 = TRANSFORM_TEX(v.texcoord,_BumpMap);
o.uv3 = TRANSFORM_TEX(v.texcoord,_AlphaControlMap);
o.I = -WorldSpaceViewDir( v.vertex );
TANGENT_SPACE_ROTATION;
o.TtoW0 = mul(rotation, _Object2World[0].xyz * unity_Scale.w);
o.TtoW1 = mul(rotation, _Object2World[1].xyz * unity_Scale.w);
o.TtoW2 = mul(rotation, _Object2World[2].xyz * unity_Scale.w);
return o;
}
sampler2D _BumpMap;
sampler2D _MainTex;
sampler2D _AlphaControlMap;
samplerCUBE _CubeA;
samplerCUBE _CubeB;
fixed4 _ReflectColor;
fixed4 _Color;
fixed4 frag (v2f i) : COLOR
{
// Sample and expand the normal map texture
fixed3 normal = UnpackNormal(tex2D(_BumpMap, i.uv2));
fixed4 texcol = tex2D(_MainTex,i.uv);
// transform normal to world space
half3 wn;
wn.x = dot(i.TtoW0, normal);
wn.y = dot(i.TtoW1, normal);
wn.z = dot(i.TtoW2, normal);
// calculate reflection vector in world space
half3 r = reflect(i.I, wn);
fixed4 c = UNITY_LIGHTMODEL_AMBIENT * texcol;
c.rgb *= 2;
fixed4 reflcolorA = texCUBE(_CubeA, r) * _ReflectColor * texcol.a; //<-- Cube Map A
fixed4 reflcolorB = texCUBE(_CubeB, r) * _ReflectColor * texcol.a; //<-- Cube Map B
fixed lerpValue = tex2D(_AlphaControlMap, i.uv3).a; //<-- Value in alpha channel controls strength
return c + lerp(reflcolorA, reflcolorB, lerpValue); // <-- blend between _CubeA and _CubeB
}
ENDCG
}
}
// ------------------------------------------------------------------
// No vertex or fragment programs
SubShader {
Pass {
Tags {"LightMode" = "Always"}
Name "BASE"
BindChannels {
Bind "Vertex", vertex
Bind "Normal", normal
}
SetTexture [_Cube] {
constantColor [_ReflectColor]
combine texture * constant
}
}
}
}
FallBack "VertexLit", 1
}