[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]