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@@ -13,10 +13,20 @@
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<h1>[name]</h1>
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<div class="desc">
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- A material for shiny surfaces.<br />
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+ A material for shiny surfaces with specular highlights.<br /><br />
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- Unlike the [page:MeshLambertMaterial] which calculate lightting per vertex and
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- interpolates in between, lighting is evaluated per pixel.
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+ The uses a non-physically based [link:https://en.wikipedia.org/wiki/LBlinn-Phong_shading_model Blinn-Phong]
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+ model for calculating reflectance. Unlike the Lambertian model used in the [page:MeshLambertMaterial]
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+ this can simulate shiny surfaces with specular highlights (such as varnished wood).<br /><br />
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+
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+ Shading is calculated using a [link:https://en.wikipedia.org/wiki/Phong_shading Phong] shading model.
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+ This calculates shading per pixel (i.e. in the [link:https://en.wikipedia.org/wiki/Shader#Pixel_shaders pixel shader], AKA fragment shader)
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+ which gives more accurate results than the Gouraud model used by [page:MeshLambertMaterial],
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+ at the cost of some performance. The [page:MeshStandardMaterial] and [page:MeshPhysicalMaterial]
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+ also use this shading model.<br /><br />
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+
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+ Performance will generally be greater when using this material over the [page:MeshStandardMaterial]
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+ or [page:MeshPhysicalMaterial], at the cost of some graphical accuracy.
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</div>
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<iframe id="scene" src="scenes/material-browser.html#MeshPhongMaterial"></iframe>
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