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.
Use an extra sun that's not so bright as to be really visible, but increase specularity dramatically?