Here's a decent, modern starting point:
Guo, Jie & Guo, Yan-wen & Pan, Jin-gui. (2018). A retroreflective BRDF model based on prismatic sheeting and microfacet theory. Graphical Models. 96. 10.1016/j.gmod.2018.01.002.
We propose a novel reflectance model for the physically based rendering of retroreflective materials, based on prismatic sheeting and microfacet theory. Due to its high performance, prismatic sheeting has been extensively used in material industry. We show through a geometric optics analysis that a prismatic sheet with a smooth incident plane exhibits perfect retroreflection, and retroreflectivity varies with respect to the incident direction. To permit imperfect retroreflection that appears frequently in many common situations, we model the incident plane as a rough surface with a microfacet profile. By adjusting surface roughness, we can easily change the angularity of the retroreflection lobe. We analyze thoroughly the relationship between surface roughness and glossiness of retroreflection using joint spherical warping strategy. Based on the analysis, a practical BRDF model is derived for materials with a prismatic sheet which comprises a surface reflection term, a retroreflection term, and a diffuse reflection term.
Paper on ResearchGate
Cite and Paper on ACM DL
And while we're on the topic of odd semi-retroreflective surfaces, another good paper (pun intended):
Papas, Marios & de Mesa, Krystle & Jensen, Henrik. (2014). A Physically-Based BSDF for Modeling the Appearance of Paper. Computer Graphics Forum. 33. 10.1111/cgf.12420.
We present a novel appearance model for paper. Based on our appearance measurements for matte and glossy paper, we find that paper exhibits a combination of subsurface scattering, specular reflection, retroreflection, and surface sheen. Classic microfacet and simple diffuse reflection models cannot simulate the double-sided appearance of a thin layer. Our novel BSDF model matches our measurements for paper and accounts for both reflection and transmission properties. At the core of the BSDF model is a method for converting a multi-layer subsurface scattering model (BSSRDF) into a BSDF, which allows us to retain physically-based absorption and scattering parameters obtained from the measurements. We also introduce a method for computing the amount of light available for subsurface scattering due to transmission through a rough dielectric surface. Our final model accounts for multiple scattering, single scattering, and surface reflection and is capable of rendering paper with varying levels of roughness and glossiness on both sides.
Paper on ResearchGate
Cite and Paper on ACM DL
P.S. Props to ACM for making all ACM-published Digital Library content free to access through Jun 30, 2020!!