as a very simplified low (linearization to avoid computation of complex integrals), I would consider the phase angle [math]\alpha[/math] (between the Sun and the target/moon, as seen from the reflecting body/planet) and define a light source in the graphic engine at the location of the reflecting body, whose emitted power will be: [math]\phi(\alpha)[/math]:
[math]\phi(\alpha)=\cos\left(\frac{\alpha}{2}\right)\,\phi_r[/math],
View attachment 48116
where [math]\phi_r[/math] is the "power" defined for the emitting body in the graphic engine (?). The problem is that the emitted power depends on the direction, which is bad if you want to code the graphic engine. You could also use a true "phase function" (more complex, maybe over-sized here). If we have to compute the re-emitted light of the Sun by the reflecting body (assumed as a dot source of light), then we need [math]\tau[/math] the albedo of the body, the distance to the Sun and the size of the body... warning, the conversion of the actual power (watts) into the intensity of light in the graphic engine is totally unknown by me.
[math]\phi_r = \tau\,\left(\frac{d_
\text{Earth}}{d_\text{Body}}\right)^2 \, \pi(r_
\text{Body})^2 \, \phi_E} [/math],
View attachment 48117
where [math]\phi_E[/math] is the flux received by the Earth from the Sun (1400W/m²), "d_" = distances to Sun, "r_" = radius. Again, it's an approximation of how much light is caught by the body and, then, partially reflected (as if the body were flat and only reflecting perpendicularly), but we're talking about weak reflections so it could probably look realistic.
The "haze" of the Sun behind the moon is, IMHO, another story, way more complex and quiet magnificent.
(edit: sorry for the math, it doesn't show up as expected.... copy/paste in Latex -> for instance here: https://quicklatex.com/ )