How about adapting the current shading system to the latest standards, as seen in Unreal Engine 4 and that kind of engines? Physically Based Rendering PBR opens the way to far more possibilities for reflection and lighting. As you can see above the way material reflects is dependent on his surroundings. Also it is possible to materials really look different, especially metals. (Thanks to o.a. Freshnel) More info and images: https://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice This energy conservation is explained briefly here: http://www.rorydriscoll.com/2009/01/25/energy-conservation-in-games/ It is about the fact that the total of reflected light can not be more than the incoming light. More in-depth readings: http://interplayoflight.wordpress.com/2013/12/30/readings-on-physically-based-rendering/ http://digibug.ugr.es/bitstream/10481/19751/1/rmontes_LSI-2012-001TR.pdf