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@@ -27,6 +27,12 @@
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<h2>属性</h2>
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+ <h3>[property:Boolean autoUpdate]</h3>
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+ <p>
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+ Enables automatic updates of the light's shadow. Default is *true*.
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+ If you do not require dynamic lighting / shadows, you may set this to *false*.
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+ </p>
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+
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<h3>[property:Camera camera]</h3>
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<p>
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光的世界里。这用于生成场景的深度图;从光的角度来看,其他物体背后的物体将处于阴影中。
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@@ -38,10 +44,6 @@
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默认值为0.此处非常小的调整(大约0.0001)可能有助于减少阴影中的伪影
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</p>
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- <h3>[property:Float normalBias]</h3>
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- <p>Defines how much the position used to query the shadow map is offset along the object normal.</p>
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- <p>The default is 0. Increasing this value can be used to reduce shadow acne especially in large scenes where light shines onto geometry at a shallow angle. The cost is that shadows may appear distorted.</p>
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-
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<h3>[property:WebGLRenderTarget map]</h3>
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<p>
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使用内置摄像头生成的深度图;超出像素深度的位置在阴影中。在渲染期间内部计算。
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@@ -49,7 +51,7 @@
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<h3>[property:WebGLRenderTarget mapPass]</h3>
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<p>
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- The distribution map generated using the internal camera; an occlusion is calculated based
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+ The distribution map generated using the internal camera; an occlusion is calculated based
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on the distribution of depths. Computed internally during rendering.
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</p>
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@@ -68,20 +70,32 @@
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模拟阴影相机空间,计算阴影贴图中的位置和深度。存储在[page:Matrix4 Matrix4]中。这是在渲染期间内部计算的。
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</p>
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+ <h3>[property:Boolean needsUpdate]</h3>
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+ <p>
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+ When set to *true*, shadow maps will be updated in the next *render* call. Default is *false*.
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+ If you have set [page:.autoUpdate] to *false*, you will need to set this property to *true* and then make a render call to update the light's shadow.
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+ </p>
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+
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+ <h3>[property:Float normalBias]</h3>
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+ <p>
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+ Defines how much the position used to query the shadow map is offset along the object normal.
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+ The default is 0. Increasing this value can be used to reduce shadow acne especially in large scenes where light shines onto geometry at a shallow angle. The cost is that shadows may appear distorted.
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+ </p>
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+
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<h3>[property:Float radius]</h3>
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<p>
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将此值设置为大于1的值将模糊阴影的边缘。<br />
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较高的值会在阴影中产生不必要的条带效果 - 更大的[page:.mapSize mapSize]将允许在这些效果变得可见之前使用更高的值。<br />
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- If [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer PCFSoftShadowMap], radius has
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+ If [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer PCFSoftShadowMap], radius has
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no effect and it is recommended to increase softness by decreasing [page:.mapSize mapSize] instead.<br /><br />
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-
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+
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请注意,如果[page:WebGLRenderer.shadowMap.type]设置为[page:Renderer BasicShadowMap],将会无效。
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</p>
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<h2>方法</h2>
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-
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+
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<h3>[method:Vector2 getFrameExtents]()</h3>
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<p>
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Used internally by the renderer to extend the shadow map to contain all viewports
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