This is an example of a Gloss Shader and Shadow Mapping. A gloss shader is used to add a reflective glow on selected areas of the model. This is done by using a greyscale texture along with the actual texture. The grey value of a matching pixel is multiplied by the lighting it would recieve, resulting in light areas of the greyscale texture would recieve full lighting while the dark areas would recieve nearly none.
Shadow Mapping is a way of creating a slightly more detailed shadow then just placing a blob on the ground below a model. It is actually a two-step process to be created. First, a new texture is created for the size of the entire screen and the shadow created by the object is drawn on it. The second step is when objects get drawn their depth (distance away from the viewer) is compared to that of what is being drawn. If the model is closer, the shadow does not show up. However, if the shadow would be closer it gets added to that pixel, darkening it's colour.