emissive
Provides the material's emissive color, allowing it to glow independently of scene lighting, and is directly linked to the `material.emissive` property.
Core Advantages
Fully automates underlying Uniform management and seamlessly integrates with the `.emissive` and `.emissiveIntensity` properties of Three.js materials, allowing developers to control emissive effects in an extremely simple way.
Common Uses
Creating self-illuminating objects like neon lights, LEDs, or lava.
Making unlit 3D UI or highlight elements that ignore scene lighting.
As a debugging tool to visualize any intermediate value (e.g., UVs, normals) as a color.
Providing global color and intensity control for texture-based effects (e.g., fire, energy shields).
How to adjust
Adjust by modifying `material.emissive` (a `THREE.Color`) in JavaScript to change the glow color. In PBR materials, you can also adjust `material.emissiveIntensity` (a number) to boost brightness, which is crucial for triggering post-processing effects like Bloom.
Code Examples
1// Use the emissive node to tint a noise texture (the effect's shape)
2const effectShape = noise( uv() );
3const finalEffect = emissive.mul( effectShape );