The Blinn-Phong [[Lighting Model]] is a slight modification on top of the [[Phong Lighting Model|Phong Model]], where in the calculations for [[Specular Illumination|specular highlights]] you replace the surface [[../Math/Normal Vector|Normal]] with a half-[[../Math/Vector|Vector]] between the direction to the [[Light]] source $L$ and the direction to the camera $V$.
$\huge \vec H = \frac{\vec L+\vec V}{|\vec L+\vec V|} $
$\huge
I_{\text{spec}} = C_{\text{light}} \odot k_{\text{spec}}\max(\vec n \cdot \vec H, 0)^{n_{\text{spec}}'}
$
$ \huge n_{\text{spec}}' = 4n_{\text{spec}} $
[[../Computer Science/Spot Light|Spot Light]]
The full lighting equation with [[../Computer Science/Distance Attenuation|Distance Attenuation]], [[../Computer Science/Atmospheric Attenuation|Atmospheric Attenuation]] and the [[../Computer Science/Spotlight Effect|Spotlight Effect]]:
$\huge
\begin{align}
I_{\text{total}} &= I_{\text{emissive}} + I_{\text{ambient}} + AS_{E}\pa{I_{\text{diffuse}}+ I_{\text{specular}}} \\
I_{\text{final}} &= \op{lerp}_{\odot}\pa{C_{\text{fog}},I_{\text{total}}}
\end{align}
$