diff --git a/README.md b/README.md
index 17f8b15fcf4190c499a9063391881c7cf31c59a9..f33e4a70808a7daaaa68aea5b6f5b7a626dfad74 100644
--- a/README.md
+++ b/README.md
@@ -24,6 +24,7 @@ const materials = [
 >그리고 더 나아가 주변 환경이 비치도록 Reflection 을 이용할 수도 있습니다.
 
 const path = 'https://raw.githubusercontent.com/tamani-coding/threejs-texture-maps/main/dist/Metal_Tiles_003_';
+
 const urls = [
 				path+'ambientOcclusion.jpg', path+'basecolor.jpg', 
 				path+'metallic.jpg', path+'metallic.jpg', 
@@ -31,14 +32,19 @@ const urls = [
 			];
 	
 const reflectionCube = new THREE.CubeTextureLoader().load( urls );
+
 scene.background = reflectionCube;
+
 const material1 = new THREE.MeshPhongMaterial( 
 { color: 0x00ffff, envMap: reflectionCube, combine: THREE.MixOperation, reflectivity: 0.5 } );
+
 const material2 = new THREE.MeshLambertMaterial( 
 { color: 0xffffff, envMap: reflectionCube, combine: THREE.MixOperation, reflectivity: 0.5 } );
+
 const material3 = new THREE.MeshLambertMaterial( 
 { color: 0xffff00, envMap: reflectionCube, combine: THREE.MixOperation, reflectivity: 0.5 } );
 
+
 > 여기서 반사가 얼마나 되는지 조절하려면 reflectivity를 수정하면 됩니다.
 > envMap를 reflectionCube로 설정했기에 반사를 활용할 수 있습니다.