is there a shader for unity out there which supports the following:
Color: Defined by a Texture
Transparency: Alpha Channel of the Texture Map is used
Reflexion: A greyscale map defines where my material is reflective and where it is not
i think in 3dsmax for example its an easy task but in unity i couldn’t find something like this.
You can use the built-in reflective shaders for this. Keep in mind that it is far more efficient if you can pre-render your reflection cube map, because doing it in real time requires six cameras in addition to any others you might already have.
My mistake. You should do what Fishman suggests, but you’ll want to change the shader so that the alpha is assigned from _MainTex.a instead of the reflection.