📄 threejs/Core/Materials/MeshPhongMaterial

File: MeshPhongMaterial.md | Updated: 11/15/2025


title: MeshPhongMaterial category: Core layout: docs

MeshPhongMaterial

A material for shiny surfaces with specular highlights.

The material uses a non-physically based Blinn-Phong model for calculating reflectance. Unlike the Lambertian model used in the MeshLambertMaterial this can simulate shiny surfaces with specular highlights (such as varnished wood). MeshPhongMaterial uses per-fragment shading.

Performance will generally be greater when using this material over the MeshStandardMaterial or MeshPhysicalMaterial, at the cost of some graphical accuracy.

Constructor

new MeshPhongMaterial( parameters : Object )

Constructs a new mesh phong material.

parameters | An object with one or more properties defining the material's appearance. Any property of the material (including any property from inherited materials) can be passed in here. Color values can be passed any type of value accepted by Color#set.
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Properties

.alphaMap : Texture

The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque).

Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the renderer will use the green channel when sampling this texture due to the extra bit of precision provided for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and luminance/alpha textures will also still work as expected.

Default is null.

.aoMap : Texture

The red channel of this texture is used as the ambient occlusion map. Requires a second set of UVs.

Default is null.

.aoMapIntensity : number

Intensity of the ambient occlusion effect. Range is [0,1], where 0 disables ambient occlusion. Where intensity is 1 and the AO map's red channel is also 1, ambient light is fully occluded on a surface.

Default is 1.

.bumpMap : Texture

The texture to create a bump map. The black and white values map to the perceived depth in relation to the lights. Bump doesn't actually affect the geometry of the object, only the lighting. If a normal map is defined this will be ignored.

Default is null.

.bumpScale : number

How much the bump map affects the material. Typical range is [0,1].

Default is 1.

.color : Color

Color of the material.

Default is (1,1,1).

.combine : MultiplyOperation | MixOperation | AddOperation

How to combine the result of the surface's color with the environment map, if any.

When set to MixOperation, the MeshBasicMaterial#reflectivity is used to blend between the two colors.

Default is MultiplyOperation.

.displacementBias : number

The offset of the displacement map's values on the mesh's vertices. The bias is added to the scaled sample of the displacement map. Without a displacement map set, this value is not applied.

Default is 0.

.displacementMap : Texture

The displacement map affects the position of the mesh's vertices. Unlike other maps which only affect the light and shade of the material the displaced vertices can cast shadows, block other objects, and otherwise act as real geometry. The displacement texture is an image where the value of each pixel (white being the highest) is mapped against, and repositions, the vertices of the mesh.

Default is null.

.displacementScale : number

How much the displacement map affects the mesh (where black is no displacement, and white is maximum displacement). Without a displacement map set, this value is not applied.

Default is 0.

.emissive : Color

Emissive (light) color of the material, essentially a solid color unaffected by other lighting.

Default is (0,0,0).

.emissiveIntensity : number

Intensity of the emissive light. Modulates the emissive color.

Default is 1.

.emissiveMap : Texture

Set emissive (glow) map. The emissive map color is modulated by the emissive color and the emissive intensity. If you have an emissive map, be sure to set the emissive color to something other than black.

Default is null.

.envMap : Texture

The environment map.

Default is null.

.envMapRotation : Euler

The rotation of the environment map in radians.

Default is (0,0,0).

.flatShading : boolean

Whether the material is rendered with flat shading or not.

Default is false.

.fog : boolean

Whether the material is affected by fog or not.

Default is true.

.isMeshPhongMaterial : boolean (readonly)

This flag can be used for type testing.

Default is true.

.lightMap : Texture

The light map. Requires a second set of UVs.

Default is null.

.lightMapIntensity : number

Intensity of the baked light.

Default is 1.

.map : Texture

The color map. May optionally include an alpha channel, typically combined with Material#transparent or Material#alphaTest. The texture map color is modulated by the diffuse color.

Default is null.

.normalMap : Texture

The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting. In case the material has a normal map authored using the left handed convention, the y component of normalScale should be negated to compensate for the different handedness.

Default is null.

.normalMapType : TangentSpaceNormalMap | ObjectSpaceNormalMap

The type of normal map.

Default is TangentSpaceNormalMap.

.normalScale : Vector2

How much the normal map affects the material. Typical value range is [0,1].

Default is (1,1).

.reflectivity : number

How much the environment map affects the surface. The valid range is between 0 (no reflections) and 1 (full reflections).

Default is 1.

.refractionRatio : number

The index of refraction (IOR) of air (approximately 1) divided by the index of refraction of the material. It is used with environment mapping modes CubeRefractionMapping and EquirectangularRefractionMapping. The refraction ratio should not exceed 1.

Default is 0.98.

.shininess : number

How shiny the specular highlight is; a higher value gives a sharper highlight.

Default is 30.

.specular : Color

Specular color of the material. The default color is set to 0x111111 (very dark grey)

This defines how shiny the material is and the color of its shine.

.specularMap : Texture

The specular map value affects both how much the specular surface highlight contributes and how much of the environment map affects the surface.

Default is null.

.wireframe : boolean

Renders the geometry as a wireframe.

Default is false.

.wireframeLinecap : 'round' | 'bevel' | 'miter'

Defines appearance of wireframe ends.

Can only be used with SVGRenderer.

Default is 'round'.

.wireframeLinejoin : 'round' | 'bevel' | 'miter'

Defines appearance of wireframe joints.

Can only be used with SVGRenderer.

Default is 'round'.

.wireframeLinewidth : number

Controls the thickness of the wireframe.

Can only be used with SVGRenderer.

Default is 1.

Source

src/materials/MeshPhongMaterial.js