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:
Diffuse
This is put together through thediffuse-texture
and thediffuse-factor
, both of which are 4-component. The alpha component allows you to make semi-transparent materials.Specular
This is put together through thespecular-texture
and thespecular-factor
, both of which are a singular component designating the "glossiness" of the surface.Normal
Thenormal-texture
provides the standard normal mapping behaviour.Alpha-Cutoff
Thealpha-cutoff
designates a threshold below which the material is considered fully transparent.
You may also use pbr-material
s with this pass, in which case the albedo is used for diffuse, and the metalness for specular. Other properties are discarded.