Mirror reflection intensity

I’m using mirror material (shader+script). There is a way to control reflection intensity with a map or a number value (best way)? I try to modify shader without result… Thanks.
Somebody suggest me to add _Color parameter in the first pass. I try without results…

Shader "FX/Control Mirror Reflection" { 
Properties {
    _MainTex ("Base (RGB)", 2D) = "white" {}
    _ReflectionTex ("Reflection", 2D) = "white" { TexGen ObjectLinear }
    _Color ("Color Tint", Color) = (1,1,1,1)
}
// two texture cards: full thing
Subshader { 
	Color  [_Color]
    Pass {
        SetTexture[_MainTex] 
        { 
        	constantColor [_Color]
        	Combine texture * primary, texture * constant 
        }
        SetTexture[_ReflectionTex] { matrix [_ProjMatrix] combine texture * previous }
    }
}
// fallback: just main texture
Subshader {
    Pass {
        SetTexture [_MainTex] { combine texture }
 	   }
	}
}

I’m not familiar with that shader, but the normal way to control reflection intensity is with that tint color - black for no reflection, white for full reflection. In addition, the base texture (sometimes in combination with a main color) controls the diffuse color of the mirror - a perfect mirror is black and a reflective cue-ball is white.

Thanks for answer. I try different combination with color parameter, but no result for reflection. It is always 100%… I will try again…
I see that FX/water built-in shader don’t have parameter that reduce reflection…

I was having a similar need, and after reading the shader docs and not understanding much, I started just trying some different methods of combining textures. Somehow (with a ton of luck) I was able to arrive at a desirable result:

Shader "FX/Mirror Reflection" { 
Properties {
    _MainTex ("Base (RGB)", 2D) = "white" {}
    _ReflectionTex ("Reflection", 2D) = "white" { TexGen ObjectLinear }
    //_Color ("Color Tint", Color) = (1,1,1,1)
}

// two texture cards: full thing
Subshader { 
    Pass {
        SetTexture[_MainTex] { combine texture }
        SetTexture[_ReflectionTex] { 
	        matrix [_ProjMatrix] 
	        constantColor (.25,.25,.25,.25)
	        combine texture lerp(constant) previous 
        }
    }
}

// fallback: just main texture
Subshader {
    Pass {
        SetTexture [_MainTex] { combine texture }
    }
}

}

Changing the “constantColor” values to a higher amount will produce a stronger reflection. I was going for polished marble in this case, and it’s pretty close at .25. It would be nice to have a slider in the editor to control this, but I’m a NOOOOOB and this is my first edited shader. :slight_smile: