Blinn-Phong Shading Model

Trial provides a standard renderer that implements the Blinn-Phong shading model and associated material. To use it, simply enter a phong-render-pass and ensure your objects provide a phong-material, or some appropriate conversion exists.

Material Properties

Each material has the following properties:

You may also use pbr-materials with this pass, in which case the albedo is used for diffuse, and the metalness for specular. Other properties are discarded.