materialShininess
Provides access to the `shininess` property on a `MeshPhongMaterial`, which controls the sharpness of the highlight in the traditional Phong lighting model.
Core Advantages
Its core value is backward compatibility, providing a standard interface for the classic `MeshPhongMaterial` within the modern TSL node system, allowing new and old technologies to coexist harmoniously.
Common Uses
Representing the texture of non-PBR materials like glossy plastic or glazed ceramic.
Precisely controlling the size and shape of highlights in cartoon or stylized rendering.
Used in performance-sensitive applications such as on mobile devices.
Providing support for the Phong lighting model in educational settings or when maintaining legacy projects.
How to adjust
Adjust by modifying the `shininess` property (a number) of a `MeshPhongMaterial` in JavaScript. A higher value results in a smaller, sharper highlight (like a polished surface); a lower value results in a broader, more diffuse highlight (like a matte surface).
Code Examples
1// In the Phong lighting model, shininess is the exponent in the pow() function for specular highlights
2const phongSpecular = pow( max( dot( R, V ), 0.0 ), materialShininess );