How would one go about getting specular highlights from angles facing the camera when the sun is not necessarily facing the camera? I want to add speckle to my granite mica, but I also don't want it everywhere. So I wanted to use a distance shader to give me an area to add speckle. I was thinking of maybe a surface shader, piping in a non-reflected surface as the input node, and a reflected as a child node, and mask by a distance shader. But when I do this, I can't seem to get any speckle off the stone without putting the sun straight in front of the camera practically.