What is the best way to get shiny objects on iOS?

Hello…
I am making a game on iOS and I need certain objects to have a glossy sheen to them. What is the best/cheapest method for doing this? I am currently using the default Specular shader. I imagine this is pretty expensive, but there doesn’t seem to be a Mobile/Specular shader…

I tried writing a mobile specular shader, using examples I found around the web…

Shader "Mobile/Specular" {
Properties {
	_Shininess ("Shininess", Range (0.01, 1)) = 0.5
	_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
}

SubShader {
	Tags { "RenderType"="Opaque" }
	LOD 300
	
CGPROGRAM
#pragma surface surf MobileBlinnPhong exclude_path:prepass nolightmap noforwardadd halfasview novertexlights

inline fixed4 LightingMobileBlinnPhong (SurfaceOutput s, fixed3 lightDir, fixed3 halfDir, fixed atten)
{
	fixed diff = max (0, dot (s.Normal, lightDir));
	fixed nh = max (0, dot (s.Normal, halfDir));
	fixed spec = pow (nh, s.Specular*128) * s.Gloss;
	
	fixed4 c;
	c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec) * (atten*2);
	c.a = 0.0;
	return c;
}

sampler2D _MainTex;
half _Shininess;

struct Input {
	float2 uv_MainTex;
};

void surf (Input IN, inout SurfaceOutput o) {
	fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
	o.Albedo = tex.rgb;
	o.Gloss = tex.a;
	o.Specular = _Shininess;
}
ENDCG
}

Fallback "VertexLit"
}

…but Unity still warns me that the shader might be expensive on this platform.

So, my questions are…

  1. Would the above shade be faster than the default Specular, or the Mobile/Bumped Specular?
  2. Is there a cheap way of getting shiny objects for a mobile/tablet game?

Thanks,
Dan

update?