<feSpecularLighting> Playground
Simulate shiny surface highlights (specular reflection). Higher specular exponent = tighter, more focused highlights. Uses alpha channel as a bump map.
Preview
Parameters
Height of the bump map. Higher values create more pronounced 3D relief.
Intensity multiplier for the specular highlight.
Sharpness of the highlight. Low = wide soft sheen, high = tight pinpoint.
Colour of the simulated light source.
"fePointLight" - light from a specific point
"feDistantLight" - parallel rays (like sunlight)
"feSpotLight" - focused cone of light
"feDistantLight" - parallel rays (like sunlight)
"feSpotLight" - focused cone of light
Generated Code