materialSpecularColor
Provides the 'base color' of the material's specular highlight, with built-in logic to multiply the `.specularColor` property by the `.specularColorMap` texture's RGB channels.
Core Advantages
Its core advantage is single responsibility and code clarity: it is solely responsible for calculating the highlight's base color, separating the color calculation from intensity, which makes the PBR specular workflow node graph more modular and understandable.
Common Uses
Simulating the highlight color of tinted coatings or varnishes.
Creating rainbow-colored highlights for sci-fi metals using a texture map.
Representing the color-tinted highlights of special minerals or gemstones.
Directly outputting its value to debug the blend of the specular color map and base color.
How to adjust
Configure by modifying `MeshStandardMaterial` properties in JavaScript. `.specularColor` sets the base color, and `.specularColorMap` provides localized color variations with a texture. The final result is the product of these two.
Code Examples
1// Conceptually, the final specular reflection is determined by both color and intensity
2const finalSpecular = materialSpecularColor.mul( materialSpecularIntensity );