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@@ -2084,106 +2084,6 @@
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"intensity": {
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"!type": "number",
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"!doc": "Light's intensity.<br>\n\t\t\tDefault — *1.0*."
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- },
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- "onlyShadow": {
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- "!type": "bool",
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- "!doc": "If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br>\n\t\t\tDefault — *false*."
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- },
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- "shadowCameraNear": {
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- "!type": "number",
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- "!doc": "Orthographic shadow camera frustum parameter.<br>\n\t\t\tDefault — *50*."
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- },
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- "shadowCameraFar": {
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- "!type": "number",
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- "!doc": "Orthographic shadow camera frustum parameter.<br>\n\t\t\tDefault — *5000*."
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- },
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- "shadowCameraLeft": {
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- "!type": "number",
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- "!doc": "Orthographic shadow camera frustum parameter.<br>\n\t\t\tDefault — *-500*."
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- },
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- "shadowCameraRight": {
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- "!type": "number",
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- "!doc": "Orthographic shadow camera frustum parameter.<br>\n\t\t\tDefault — *500*."
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- },
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- "shadowCameraTop": {
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- "!type": "number",
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- "!doc": "Orthographic shadow camera frustum parameter.<br>\n\t\t\tDefault — *500*."
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- },
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- "shadowCameraBottom": {
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- "!type": "number",
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- "!doc": "Orthographic shadow camera frustum parameter.<br>\n\t\t\tDefault — *-500*."
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- },
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- "shadowCameraVisible": {
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- "!type": "bool",
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- "!doc": "Show debug shadow camera frustum.<br>\n\t\t\tDefault — *false*."
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- },
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- "shadowBias": {
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- "!type": "number",
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- "!doc": "Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.<br>\n\t\t\tDefault — *0*."
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- },
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- "shadowDarkness": {
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- "!type": "number",
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- "!doc": "Darkness of shadow casted by this light (from *0* to *1*).<br>\n\t\t\tDefault — *0.5*."
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- },
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- "shadowMapWidth": {
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- "!type": "number",
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- "!doc": "Shadow map texture width in pixels.<br>\n\t\t\tDefault — *512*."
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- },
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- "shadowMapHeight": {
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- "!type": "number",
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- "!doc": "Shadow map texture height in pixels.<br>\n\t\t\tDefault — *512*."
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- },
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- "shadowCascade": {
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- "!type": "bool",
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- "!doc": "**Experimental** If true, use a series of shadow maps in a cascade. This can give better z-depth resolution for a directional light. <br>\n\t\t\tDefault — *false*."
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- },
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- "shadowCascadeCount": {
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- "!type": "number",
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- "!doc": "Number of shadow maps to allocate in a cascade (one after another). <br>\n\t\t\tDefault — *2*."
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- },
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- "shadowCascadeOffset": {
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- "!type": "+THREE.Vector3",
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- "!doc": "A relative position to real camera where virtual shadow cameras are attached. A magic vector; scene and light orientation dependent. <br>\n\t\t\tDefault — *Three.Vector3( 0, 0, -1000 )*."
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- },
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- "shadowCascadeBias": {
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- "!type": "[]",
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- "!doc": "An array of shadowMapBias values for the corresponding shadow map in the cascade, near to far. <br>\n\t\t\tDefault — <strong>[ 0, 0, 0 ]</strong>."
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- },
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- "shadowCascadeWidth": {
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- "!type": "[]",
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- "!doc": "An array of shadowMapWidth values for the corresponding shadow map in the cascade, near to far. <br>\n\t\t\tDefault — <strong>[ 512, 512, 512 ]</strong>."
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- },
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- "shadowCascadeHeight": {
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- "!type": "[]",
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- "!doc": "An array of shadowMapHeight values for the corresponding shadow map in the cascade, near to far. <br>\n\t\t\tDefault — <strong>[ 512, 512, 512 ]</strong>."
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- },
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- "shadowCascadeNearZ": {
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- "!type": "[]",
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- "!doc": "An array of shadowMapNear values for the corresponding shadow map in the cascade, near to far. These typically start with -1.0 (near plane) and match with the previous shadowCascadeFarZ array value.<br>\n\t\t\tDefault — <strong>[ -1.000, 0.990, 0.998 ]</strong>."
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- },
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- "shadowCascadeFarZ": {
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- "!type": "[]",
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- "!doc": "An array of shadowMapFar values for the corresponding shadow map in the cascade, near to far. These typically match with the next shadowCascadeNearZ array value, ending in 1.0.<br>\n\t\t\tDefault — <strong>[ 0.990, 0.998, 1.000 ]</strong>."
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- },
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- "shadowCascadeArray": {
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- "!type": "[]",
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- "!doc": "Array of size shadowCascadeCount of [page:DirectionalLight THREE.DirectionalLight] objects. This holds the series of separate shadow maps in a cascade, near to far. Created internally."
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- },
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- "shadowMapSize": {
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- "!type": "+THREE.Vector2",
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- "!doc": "The shadowMapWidth and shadowMapHeight stored in a [page:Vector2 THREE.Vector2]. Set internally during rendering."
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- },
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- "shadowCamera": {
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- "!type": "+THREE.OrthographicCamera",
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- "!doc": "The shadow's view of the world. Computed internally during rendering from the shadowCamera* settings."
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- },
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- "shadowMatrix": {
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- "!type": "+THREE.Matrix4",
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- "!doc": "Model to shadow camera space, to compute location and depth in shadow map. Computed internally during rendering."
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- },
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- "shadowMap": {
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- "!type": "+THREE.WebGLRenderTarget",
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- "!doc": "The depth map generated using the shadowCamera; a location beyond a pixel's depth is in shadow. Computed internally during rendering."
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}
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},
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"!doc": "Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].",
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@@ -2256,62 +2156,6 @@
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"exponent": {
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"!type": "number",
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"!doc": "Rapidity of the falloff of light from its target direction.<br>\n\t\t\tDefault — *10.0*."
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- },
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- "castShadow": {
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- "!type": "bool",
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- "!doc": "If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right.<br>\n\t\t\tDefault — *false*."
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- },
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- "onlyShadow": {
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- "!type": "bool",
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- "!doc": "If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br>\n\t\t\tDefault — *false*."
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- },
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- "shadowCameraNear": {
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- "!type": "number",
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- "!doc": "Perspective shadow camera frustum <em>near</em> parameter.<br>\n\t\t\tDefault — *50*."
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- },
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- "shadowCameraFar": {
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- "!type": "number",
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- "!doc": "Perspective shadow camera frustum <em>far</em> parameter.<br>\n\t\t\tDefault — *5000*."
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- },
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- "shadowCameraFov": {
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- "!type": "number",
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- "!doc": "Perspective shadow camera frustum <em>field of view</em> parameter.<br>\n\t\t\tDefault — *50*."
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- },
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- "shadowCameraVisible": {
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- "!type": "bool",
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- "!doc": "Show debug shadow camera frustum.<br>\n\t\t\tDefault — *false*."
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- },
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- "shadowBias": {
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- "!type": "number",
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- "!doc": "Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.<br>\n\t\t\tDefault — *0*."
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- },
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- "shadowDarkness": {
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- "!type": "number",
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- "!doc": "Darkness of shadow casted by this light (from *0* to *1*).<br>\n\t\t\tDefault — *0.5*."
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- },
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- "shadowMapWidth": {
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- "!type": "number",
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- "!doc": "Shadow map texture width in pixels.<br>\n\t\t\tDefault — *512*."
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- },
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- "shadowMapHeight": {
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- "!type": "number",
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- "!doc": "Shadow map texture height in pixels.<br>\n\t\t\tDefault — *512*."
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- },
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- "shadowMapSize": {
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- "!type": "+THREE.Vector2",
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- "!doc": "The shadowMapWidth and shadowMapHeight stored in a [page:Vector2 THREE.Vector2]. Set internally during rendering."
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- },
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- "shadowCamera": {
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- "!type": "+THREE.PerspectiveCamera",
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- "!doc": "The shadow's view of the world. Computed internally during rendering from the shadowCamera* settings."
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- },
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- "shadowMatrix": {
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- "!type": "+THREE.Matrix4",
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- "!doc": "Model to shadow camera space, to compute location and depth in shadow map. Computed internally during rendering."
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- },
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- "shadowMap": {
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- "!type": "+THREE.WebGLRenderTarget",
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- "!doc": "The depth map generated using the shadowCamera; a location beyond a pixel's depth is in shadow. Computed internally during rendering."
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}
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},
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"!doc": "A point light that can cast shadow in one direction.",
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