For the MERX project, I needed to write a character shader that would give BRDF specular from LightProbes.
Standard Unity shaders use cubemaps to render highlights from ambient light. The problem with this approach is that cubemaps do not always show what should be reflected on the surface. Especially on mobile platforms, when cubemaps are placed on large areas. For example, the pictures do not show glare from the screen on the right. The cubemaps in this part of the scene are positioned so that they cannot display this screen. As an addition to the reflections from the cubmap, it was decided to draw highlights from the lightprob. The final result in the vast majority of cases completely solved the task.
It was also necessary to optimize this shader so that it was at least as good as the standard Unity shaders in performance. This task was also solved by manually rewriting the standard URP shader libraries.
The Project Page on GooglePlay
https://play.google.com/store/apps/details?id=com.thematica_point.merx