Ah, seems the alpha function for reflection can simply be added to your dyn_standard_bump_reflect_spec_f.cg
baseCol.rgb=FresnelMix(baseCol.rgb,envColor.rgb,(Kr>0?Kr:-Kr*baseCol.a),fresnel);
Then set reflection to -1 in the car.shd
Just done a silver car with the above, and everything else looks really bloody nice! It's fast and actually looks like metallic paint
Time to update my M3 to this spec I think...!
Thanks
Dave
baseCol.rgb=FresnelMix(baseCol.rgb,envColor.rgb,(Kr>0?Kr:-Kr*baseCol.a),fresnel);
Then set reflection to -1 in the car.shd
Just done a silver car with the above, and everything else looks really bloody nice! It's fast and actually looks like metallic paint
Time to update my M3 to this spec I think...!
Thanks
Dave