Charting my progress with my specular "conductivity" shader for Unity3D. I haven't had too much time to add to it, but I have implemented the diffuse texture map to correctly read together with the mixed color for the final specular color.

Note the highlights on the copper areas, compared to the blue and purple regions.

Next up, I need to replace my "fake" light selection with the actual incoming light hitting the model. After that I'll dig down the cubemap rabbit-hole.

Here's the shader code, in ShaderLab + Cg / HLSL
https://gist.github.com/anonymous/4743878

Note: As a Canadian, I always get torn on spelling "color" instead of "colour" but when it comes to consistency in code I am trying to accept my submission to the American spelling.   =)

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