ShaderFX 3.0 Cook-Torrance and Phong

In ShaderFX 3.0 we introduce two additional methods of calculating Specular Highlights for the Standard Material:
Cook-Torrance and Phong.

Specular Highlights are the bright spots on an object that are important elements to determine the look and feel of a 3D model.

Blinn and Phong are about the same as far as performance - and they're also similar in terms of visual quality. Because Phong uses the reflection vector, it gives nice results around the edges of an object when the object is between the light and the viewer.

Cook-Torrance is more expensive, but it also gives more realistic looking lighting and can simulate the light response of non-reflective metal