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.
| Parameter | Description |
|---|---|
| baseColor | Base color. Base Color * Base Texture = Final Base Color |
| baseTexture | Base texture. Multiplied with base color. |
| specularColor | Specular color. Specular Color * Specular Texture = Final Specular Color |
| specularTexture | Specular texture. Multiplied with specular color. |
| normalTexture | Normal texture. Creates surface detail with a bump map, and controls depth via normal intensity. |
| normalIntensity | Normal intensity. Controls the strength of surface detail. |
| emissiveColor | Emissive color. Emissive Color * Emissive Texture = Final Emissive Color (renders color even without lighting). |
| emissiveTexture | Emissive texture. Multiplied with emissive color. |
| shininess | Shininess coefficient. Higher values produce more concentrated specular highlights. |
| tilingOffset | Texture tiling and offset. A Vector4 value controlling UV scale and offset (see example). |
For script-based material usage, refer to the material usage tutorial.