A common alternative specular to Phong

A diffuse lighting model that darkens around the edges.

A diffuse lighting model that takes surface roughness into account.

A cheaper way to approximate Oren-Nayer I came up with.

A lighting model that takes roughness and metallic into account for diffuse and specular lighting

A lighting model that takes roughness and metallic into account for diffuse and specular lighting

A physically based shader taking roughness into account. Using a Beckmann specular model.

A shader with anisotropic highlights.

Adapting anisotropic highlights to work with hair.

Another anisotropic alternative for hair.