OptionalcolorTint of the non-metal reflection
OptionalcolorTint in RGB and strength in alpha, the packed image; used over texture when both are given
OptionalfactorStrength of the non-metal reflection, from 0 (none) to 1 (standard PBR)
OptionaltextureStrength map, read from alpha; used only when there is no colorTexture
The two share a slot, so its colour channels tint the reflection too: keep them white.
Options for a Material3D's
speculargroup (KHR_materials_specular): the strength and tint of the reflection on non-metal surfacesExample