defining angle of reflection for glossy texture nodes to make "holographic" metal I'm trying to make chromatic abberation metal, commonly know as "holographic" metal which looks like the attached image. With glass this is achieved by changing the IOR values for a red, green, and blue glass node and mixing them. I figure this can be similarly achieved with Glossy texture nodes reflecting each color at slightly different angles, but I'm not good at playing with normals yet so i dont know how to define a slightly different normal angle for each color.
It's up to you to play with the values and other options to get something you like, but here is one way to play with the normals of red, green, and blue glossy shaders:





Mapping nodes are used to adjust the "Rotation" values of the "Normal" output from the "Geometry" node.  I added some displacement to the cube to highlight the effect.  It's not all that close to your example, but maybe it's a good starting point for you to experiment.