该材料使用非基于物理的Blinn-Phong
模型来计算反射系数。与在MeshLambertMaterial
中使用的Lambertian
模型不同,它可以模拟带有高光的闪亮表面(如漆木)。
示例:https://ithanmang.gitee.io/threejs/home/201808/20180807/02-meshPhongMaterial.html
属性
名称 | 描述 |
---|---|
color | 材料的颜色,默认为白色 |
emissive | 材质本身发出的颜色,不受其它光照影响,默认为黑色 |
shininess | 光滑度,指定高光部分的亮度,默认值为30 |
specular | 材料高光部分的颜色,默认值为0x111111 深灰色,如果把它的颜色设置为跟color 颜色一样的话,会得到类似金属一样的材质,设置成灰色,则看起来更像塑料 |
示例代码
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>MeshPhongMaterial 用于光亮表面的材质</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 THREE.WebGLRenderer({
antialias