If you want to keep the functionality of the MeshPhongMaterial
you can try extending the material.
This is a somewhat broad topic with several approaches, and you can read more about it in depth here.
There is a line in the phong materials shader that looks like this
vec4 diffuseColor = vec4( diffuse, opacity );
So after studying the book of shaders or some other tutorials, you will learn that you can mix two colors by using a normalized factor ( a number between 0,1).
That means that you could change this line to something like this
vec4 diffuseColor = vec4( mix(diffuse, myColor, vec3(myFactor)), opacity);
You can extend the shader as such
const myFactor = { value: 0 }
const myColor = {value: new THREE.Color}
myMaterial.onBeforeCompile = shader=>{
shader.uniforms.myFactor = myFactor
shader.uniforms.myColor = myColor
shader.fragmentShader = `
uniform vec3 myColor;
uniform float myFactor;
${shader.fragmentShader.replace(
vec4 diffuseColor = vec4( diffuse, opacity );
vec4 diffuseColor = vec4( mix(diffuse, myColor, vec3(myFactor)), opacity);
)}
`
Now when you change myFactor.value
the color of your object should change from myMaterial.color
to myColor.value
.
Now to actually make it into a gradient you would replace myFactor
with something dynamic. I like prisoners solution to use the uvs. It's entirely done in javascript, and very simple to hook up in this shader. Other approaches would probably require more shader work.
vec4 diffuseColor = vec4( mix(diffuse, myColor, vec3(vUv.y)), opacity);
Now the problem you may encounter - if you call new PhongMaterial({color})
ie. without any textures provided to it, the shader will compile without vUv
.
There are many conditions that would cause it to compile and be useful to you, but i'm not sure if they break other stuff:
#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )
So, adding something like
myMaterial.defines = {USE_MAP:''}
Might make vUv
variable available for your shader. This way you get all the lights of the phong material to affect the material, you just change the base color.