1. Anistrophic
This form of shading uses a combination of vertex points with face orientation which produces a nice phong style shade across the object and pans out the corners to give the object a better overall shade (used primarily as OpenGL's default Shading)
2. Meta
A variation on phong will has a much higher tolerance balance from the vertex point using the object as a whole to calculate a second shade of highlight across the object giving it more of a metallic shine
3. Ovelyin
One of the more interesting shading techniques, specifically designed to reproduce the dull reflection of skin and such ... Uses 3 layers to produce a Flat Shade, a Higlight Shade and a Shadow Shade based on the overall vertex from a given camera Vector
4. Blinn
This is a deeper form of Phong generally used for Rendering purposes only, calculates the colours to a higher precision whilst blending them together
5. Bump
Oftenly faked alot during games, a true form of this takes a fast phong to gain the normal points and then plots similar to a texture the pixels inbetween using displacement - it gives the effect of object having more polygons and detail than it actually has. This is also camera Vector based, but is mainly light dependant as well
6. Tessel Spline
From what i know this is only used in Softimage and Maya by film studios, but it creates a smooth surface shade by creating splines over a surface and calculating the normal points based on thier intersections from the light vector(s)... it adds a great deal of polygon render work however is probably the best you'll see as the smoothness is able to use layer shades (probably updated with Pixel/Texel Shaders by now)
7. Strauss
A form of shading specifically more for plastics and windows, resulting in a high reflection and high light absorbtion. Calculated by the Quad Vertex points of an object and overlapped as a whole, it allows for the whole object to be rendered with a spherical shade
can't think of any more at the moment, i know there are some but right one can't lol
thing is most of these won't help without the mathematics behind them, so I'll see about getting one of the guys to write up the fast versions of the major forms and you pick which you want to use (^_^)
Anata aru kowagaru no watashi!