[name]

This is used internally by [page:PointLight PointLights] for calculating shadows, and also serves as a base class for the other shadow classes.

Example

//Create a WebGLRenderer and turn on shadows in the renderer var renderer = new THREE.WebGLRenderer(); renderer.shadowMap.enabled = true; renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap //Create a PointLight and turn on shadows for the light var light = new THREE.PointLight( 0xffffff, 1, 100 ); light.position.set( 0, 10, 0 ); light.castShadow = true; // default false scene.add( light ); //Set up shadow properties for the light light.shadow.mapSize.width = 512; // default light.shadow.mapSize.height = 512; // default light.shadow.camera.near = 0.5; // default light.shadow.camera.far = 500 // default //Create a sphere that cast shadows (but does not receive them) var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 ); var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } ); var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial ); sphere.castShadow = true; //default is false sphere.receiveShadow = false; //default scene.add( sphere ); //Create a plane that receives shadows (but does not cast them) var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 ); var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } ) var plane = new THREE.Mesh( planeGeometry, planeMaterial ); plane.receiveShadow = true; scene.add( plane ); //Create a helper for the shadow camera (optional) var helper = new THREE.CameraHelper( light.shadow.camera ); scene.add( helper );

Constructor

[name]( [page:Camera camera] )

[page:Camera camera] - the light's view of the world.

Create a new [name]. This is not intended to be called directly - it is called internally by [page:PointLight] or used as a base class by other light shadows.

Properties

[property:Camera camera]

The light's view of the world. This is used to generate a depth map of the scene; objects behind other objects from the light's perspective will be in shadow.

[property:Float bias]

Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.
The default is 0. Very tiny adjustments here (in the order of 0.0001) may help reduce artefacts in shadows

[property:WebGLRenderTarget map]

The depth map generated using the internal camera; a location beyond a pixel's depth is in shadow. Computed internally during rendering.

[property:Vector2 mapSize]

A [Page:Vector2] defining the width and height of the shadow map.

Higher values give better quality shadows at the cost of computation time. Values must be powers of 2, up to the [page:WebGLRenderer.capabilities].maxTextureSize for a given device, although the width and height don't have to be the same (so, for example, (512, 1024) is valid). The default is *( 512, 512 )*.

[property:Matrix4 matrix]

Model to shadow camera space, to compute location and depth in shadow map. Stored in a [page:Matrix4 Matrix4]. This is computed internally during rendering.

[property:Float radius]

Setting this to values greater than 1 will blur the edges of the shadow.
High values will cause unwanted banding effects in the shadows - a greater [page:.mapSize mapSize] will allow for a higher value to be used here before these effects become visible.

Note that this has no effect if the [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer BasicShadowMap].

Methods

[method:LightShadow copy]( [page:LightShadow source] )

Copies value of all the properties from the [page:LightShadow source] to this SpotLight.

[method:LightShadow clone]()

Creates a new LightShadow with the same properties as this one.

[method:Object toJSON]()

Serialize this LightShadow.

Source

[link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]