Artificially boosted metallic highlights in cycles

I’m trying to recreate a non-pbr gold material, which uses some tricks in eevee to push the highlights into bright white:

I’ve done this with the shader to rgb node, putting the output into a colorramp and then adding it to the original, like so:

But obviously there’s no such node in cycles. Any idea how i might replicate this in cycles?

Can´t you simply use an Add shader to add a glossy shader to your principled Shader?

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Experimenting with that now, it’s not working quite the same as I don’t have the same control over the highlights by using the color ramp node…