> Materials admitting diffractive optical phenomena are visible: (a) a Bornite ore with a layer of copper oxide causing interference; (b) a Brazilian Rainbow Boa, whose scales are biological diffraction grated surfaces; and (c) a Chrysomelidae beetle, whose colour arises due to naturally-occurring multilayered interference reflectors in its elytron.
These are all local surface properties, in the sense that light hits a surface, does something wave-like, and interferes with itself on the way out. I would expect a shader could do a credible job of emulating all of these.
I would be more excited to see examples of interference between adjacent rays, like diffraction from the edge of an object. For example, if you close your eyes part way and look through you eyelashes on a bright sunny day, you see blurring and colors due to diffraction.
edit: My inner pedant feels obligated to clarify: by “interferes with itself” I mean interferes with slightly displaced versions of itself that are propagating in the same direction. If a plane wave is incident on an oil slick or a beetle, multiple reflections of the plane wave interfere with each other, but the result is, at least over distance scales comparable to the feature size of the surface (many wavelengths), a plane wave. And you can treat the reflected wave as a bundle or parallel (or not-quite-parallel) rays just like you treat the incident wave.
When edges are involved, the surface varies abruptly on a scale that is small compared to the wavelength, and the resulting wave is no longer a plane wave that propagates in roughly one direction.