Inspired by GDC talk Sand Rendering in Journey.
Toggle the Enable Glitter option in the material inspector
Put your own noise texture into the glitter noise map property. Messing around the GlitterSize and GlitterGlossness properties.
- _UseLightDirection enable : A specular glitter based on NdotH.
- _UseLightDirection disable : A specular glitter based NdotV only (which is the one Journey use).
Since the shader is mostly stripped from official Lit.shader. feel free to put your own lighting logic inside CustomLitForwardPass.hlsl