Hi. I want make metallic shader for cars. I use DirectX 9.0 and shader model 3.0.
I want understood what characterizes the material as "metal".
I use cubemap reflection and as to mix colors?
```
float3 ReflectionVector = reflect(CameraDirection, PS.Normal);
float4 Reflection = texCUBElod(gReflectionSampler, float4(-ReflectionVector, 2.5));
Reflection.rgb *= Reflection.rgb * Reflection.rgb * gVehicleColor;
```
I tried to multiply the reflection by itself three times and then multiply by the color of the car. The reflection becomes very blue (when black is used on car) and looks very unrealistic, white looks dirty, has nothing to do with reality.
As I understand it, I need flakes for specular reflection and roughness map.
But I still have a few questions. The main one is how to correctly mix color of reflection with the color of a car and how to implement metallic color simulation?