Examples show how to use multiple layers for an improved specular effect (using no pixel shaders, just the new fixed function specular shader, works on virtually any 3D card), allowing for tiled surfaces, shimmering light on rough textures (metal for example), along with high and low shine effects. Also illustrates how you can create mild light shifting from white when under direct light, to a softer color when at an angle, to the original color of the surface being reflected. Use the arrow keys to move the center sphere around so it's easier to see the shimmering, the golden shimmer at the edges of the full light level.
Quick screenshot (although the effects can't be seen too well until the objects are moving):
Note: This requires the 1.2 version of DBC (labelled 1.14 in the editor)