1. You use LdotH (or VdotH since they are the same angle) when calculating Fresnel for a microfacet BRDF. When you are calculating Fresnel for specular environment mapping, you use NdotV. 2. Environment lighting doesn't go in your custom lighting. Even if you are using the built in lighting model, environment lighting…
So I have been looking into these physical based shaders, but I am running into some problems. I don't have a lot of experience with shaders, so some of my questions will probably be very basic/stupid. but because there aren't actualy shaders out there for download (except the maya one by Kodde), but that one doesn't work…