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three.js · API reference

MeshPhongMaterial

Quick answer

MeshPhongMaterial computes Blinn-Phong lighting per pixel with a diffuse color, specular highlights, and shininess. It suits plastics, polished stone, and water where a visible highlight matters, while MeshStandardMaterial is preferable when you need physically based roughness and metalness. specularMap varies highlight strength per pixel for wet or reflective patches.

Last verified 2026-11-03 · three.js 0.160.0 · Cite this page
new THREE.MeshPhongMaterial ( parameters )
Key points
Example
const material = new THREE.MeshPhongMaterial({
  color: 0x9aa3ad,
  map: colorMap,
  normalMap: normalMap,
  normalScale: new THREE.Vector2(0.8, 0.8),
  specular: 0x8899aa,
  shininess: 90,
  specularMap: wetnessMap,   // 白色区域高光更强
  emissive: 0x000000
});

const ground = new THREE.Mesh(planeGeometry, material);
Notes
Runnable examplesChinese originalAll API references
English edition written for Atlaslog. Code is taken from the original Chinese page and runs unchanged.
Cite this page

Atlaslog (2026). MeshPhongMaterial. https://www.jingweizhi.com/en/three/api/mesh-phong-material.html (accessed 2026-11-03).