@pixi/3d
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    Interface PhongMaterialTextures

    The texture slots of a PhongMaterial, as material.textures

    const material = new PhongMaterial({ specularTexture: shineMask });
    material.textures.specular = otherShineMask;
    interface PhongMaterialTextures {
        baseColor: Texture;
        emissive?: Texture<TextureSource<any>>;
        normal: Texture;
        specular?: Texture<TextureSource<any>>;
        [slot: string]: Texture<TextureSource<any>> | undefined;
    }

    Hierarchy (View Summary)

    Indexable

    Index
    baseColor: Texture

    Base colour map

    material.textures.baseColor = await Assets.load('bricks.png');
    
    emissive?: Texture<TextureSource<any>>

    Glow map; only on a material built with an emissive group

    material.textures.emissive = await Assets.load('lit-windows.png');
    
    normal: Texture

    Tangent-space normal map; holds a flat map until you assign one

    material.textures.normal = await Assets.load('bricks-normal.png');
    
    specular?: Texture<TextureSource<any>>

    Map whose red channel scales the highlight; only on a material built with specularTexture

    material.textures.specular = wetPatches;