Technical Art and Design
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 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.