Blinn Phong

The BlinnPhongMaterial is a classic material. Although not based on physically-based rendering (PBR), its efficient rendering algorithm and comprehensive optical properties make it still applicable in many scenarios today.

Editor Usage

blinn

Parameter Overview

ParameterDescription
baseColorBase color. Base Color * Base Texture = Final Base Color
baseTextureBase texture. Multiplied with base color.
specularColorSpecular color. Specular Color * Specular Texture = Final Specular Color
specularTextureSpecular texture. Multiplied with specular color.
normalTextureNormal texture. Creates surface detail with a bump map, and controls depth via normal intensity.
normalIntensityNormal intensity. Controls the strength of surface detail.
emissiveColorEmissive color. Emissive Color * Emissive Texture = Final Emissive Color (renders color even without lighting).
emissiveTextureEmissive texture. Multiplied with emissive color.
shininessShininess coefficient. Higher values produce more concentrated specular highlights.
tilingOffsetTexture tiling and offset. A Vector4 value controlling UV scale and offset (see example).

For script-based material usage, refer to the material usage tutorial.

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