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:
- 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!
- 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
- The only way to use reflection probes in this shader is accessing their cubemaps (impossible as I know).
- 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. 