Standard Shader modifies for car paint

Hi everyone!
I’m trying to write a good car paint system for my game and I’m currently working with the Standard Shader (Specular Setup).

Why Standard Shader?
Mostly, because of reflection probes. As I know, it’s the only way to use them!
Before Unity 5 I used a custom reflective-specular material and it was great, but now I really want to use Reflection Probes… They’re awesome!

What do I need?
I need a modified Standard Shader with the following changes:

  1. I don’t want the Shader blur the reflections when decreasing the “smoothness” property. I need a smooth specular value (which I can manage with the bloom effect) but a detailed reflection. The problem is that in the Standard Shader specularity and reflection detail level are handled together by the smoothness property!
  2. This is optional, but it would be great if I coud add a “decal” texture to be rendered in the final pass, on the top of the material (with color multiply).

I know it’s a difficult thing to do, but I can’t do nothing but ask.
Thanks to everybody!

Don’t see any problem with 2 requirement. Isn’t it the _maintexture itself? Probably, I misunderstood something then)
The problem comes with first one, because smoothness is reflectivity in terms of u5 standard shader. I do understand you need that fancy light/sun reflections on a car.
How’s you progress then?

Hi, crudeMe!
The 2nd requirement is still a problem. I have an empty main texture and I use a simple color (that is white by default if no texture is provided). I need a second layer of white textures and I need to colorize (multiply) them as I do with the main body color. Actually, I need a double layered Standard Shader.
The 1st requirement is something I really can’t achieve. I currently use a simple self-made reflection probe system (a modified version of the Realtime Cubemap script), and I use a custom shader (I didn’t write it) which allows to use a cubemap, color multiplied specularity, bump mapping and some other things like fresnel reflections, rim color, etc.
In this way I can reproduce a good reflection effect and a proper specularity level.
But

  1. The only way to use reflection probes in this shader is accessing their cubemaps (impossible as I know).
  2. I’ts impossible to make a chrome-like material, due to my shader’s limitations.

Well… My progress is pretty low! I hope to find some other good probes-friendly shaders. :confused: