Blinn Phong

BlinnPhongMaterial material is one of the classic materials. Although it is not based on physical rendering, its efficient rendering algorithm and comprehensive optical components make it still applicable to many scenarios today.

Editor Usage

blinn

Parameter Introduction

ParameterApplication
baseColorBase color. Base color * Base texture = Final base color.
baseTextureBase texture. Used in conjunction with the base color, it is a multiplicative relationship.
specularColorSpecular reflection color. Specular reflection color * Specular reflection texture = Final specular reflection color.
specularTextureSpecular reflection texture. Used in conjunction with the specular reflection color, it is a multiplicative relationship.
normalTextureNormal texture. You can set the normal texture to create a bump effect visually, and control the bump degree through normal intensity.
normalIntensityNormal intensity. Used to control the bump degree.
emissiveColorEmissive color. Emissive color * Emissive texture = Final emissive color. Even without lighting, it can render color.
emissiveTextureEmissive texture. Used in conjunction with the emissive color, it is a multiplicative relationship.
shininessSpecular reflection coefficient. The larger the value, the more concentrated the specular reflection effect.
tilingOffsetScaling and offset of texture coordinates. It is a Vector4 data that controls the scaling and offset of texture coordinates in the uv direction. Refer to example

If you need to use the material through scripts, please refer to the Material Usage Tutorial.

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