这种材质,可以创建看上去并不光亮(不具有光滑度)的表面,例如墙体等。该材质会对场景中的光源产生反应,并且该材质自身也会发出颜色,自身发出的颜色不受环境的影响。
示例:https://ithanmang.gitee.io/threejs/home/201808/20180807/01-meshLambertMaterial.html
基础材质中很多属性,它基本上都具有,不同的是,它具有一个自发光的属性emissive,可以设置自发光的颜色、强度、以及贴图属性。
它的color属性是漫反射的颜色,默认为白色。
示例代码
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>MeshLambertMaterial 暗淡并不光亮的材质</title>
<style>
body {
margin: 0;
overflow: hidden; /*溢出隐藏*/
}
</style>
<script src="../../libs/build/three-r93.min.js"></script>
<script src="../../libs/examples/js/controls/OrbitControls.js"></script>
<script src="../../libs/examples/js/libs/dat.gui.min.js"></script>
<script src="../../libs/examples/js/libs/stats.min.js"></script>
<script src="../../libs/examples/js/Detector.js"></script>
</head>
<body>
<script>
let stats = initStats();
let scene, camera, renderer, controls, guiControls;
let directionalLightHelper;
// 场景
function initScene() {
scene = new THREE.Scene();
scene.background = new THREE.Color(0xB0E2FF);
scene.fog = new THREE.Fog(scene.background, 1, 5000);
}
// 相机
function initCamera() {
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 5000);
camera.position.set(0, 0, 250);
camera.lookAt(new THREE.Vector3(0, 0, 0));
}
// 渲染器
function initRenderer() {
renderer = new