I put a lot of stuff into this shader - actually everything I know at the moment, from triplanar texture mapping to colored ambient lighing (threre are currently 33 #defines for all the settings...)
On the screenshot I'm mainly showing the specular reflections.
They are calculated with the lyon-algorithm. It also supports a phong, a blinn-phong, a torrance-sparrow and a trowbridge-reitz specular calculation.
I saw them somewhere on the internet, converted them into hlsl and optimized them.
If you like the specular lighting, I can share the code with you