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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <meta charset="utf-8" />
- <base href="../../../" />
- <script src="page.js"></script>
- <link type="text/css" rel="stylesheet" href="page.css" />
- </head>
- <body>
- [page:Material] →
- <h1>[name]</h1>
- <p class="desc">
- [name] is internally used for implementing shadow mapping with [page:PointLight]s.<br/><br/>
- Can also be used to customize the shadow casting of an object by assigning an instance of [name] to [page:Object3D.customDistanceMaterial].
- The following examples demonstrates this approach in order to ensure transparent parts of objects do no cast shadows.
- </p>
- <h2>Examples</h2>
- <p>
- [example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]
- </p>
- <script>
- // iOS iframe auto-resize workaround
- if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
- const scene = document.getElementById( 'scene' );
- scene.style.width = getComputedStyle( scene ).width;
- scene.style.height = getComputedStyle( scene ).height;
- scene.setAttribute( 'scrolling', 'no' );
- }
- </script>
- <h2>Constructor</h2>
- <h3>[name]( [param:Object parameters] )</h3>
- <p>
- [page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
- Any property of the material (including any property inherited from [page:Material]) can be passed in here.
- </p>
- <h2>Properties</h2>
- <p>See the base [page:Material] class for common properties.</p>
- <h3>[property:Texture alphaMap]</h3>
- <p>The alpha map is a grayscale texture that controls the opacity across the surface
- (black: fully transparent; white: fully opaque). Default is null.<br /><br />
- Only the color of the texture is used, ignoring the alpha channel if one exists.
- For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
- green channel when sampling this texture due to the extra bit of precision provided
- for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
- luminance/alpha textures will also still work as expected.
- </p>
- <h3>[property:Texture displacementMap]</h3>
- <p>
- The displacement map affects the position of the mesh's vertices. Unlike other maps
- which only affect the light and shade of the material the displaced vertices can cast shadows,
- block other objects, and otherwise act as real geometry. The displacement texture is
- an image where the value of each pixel (white being the highest) is mapped against,
- and repositions, the vertices of the mesh.
- </p>
- <h3>[property:Float displacementScale]</h3>
- <p>
- How much the displacement map affects the mesh (where black is no displacement,
- and white is maximum displacement). Without a displacement map set, this value is not applied.
- Default is 1.
- </p>
- <h3>[property:Float displacementBias]</h3>
- <p>
- The offset of the displacement map's values on the mesh's vertices.
- Without a displacement map set, this value is not applied. Default is 0.
- </p>
- <h3>[property:Float farDistance]</h3>
- <p>
- The far value of the point light's internal shadow camera.
- </p>
- <h3>[property:Boolean fog]</h3>
- <p>Whether the material is affected by fog. Default is *false*.</p>
- <h3>[property:Texture map]</h3>
- <p>The color map. Default is null.</p>
- <h3>[property:Boolean morphTargets]</h3>
- <p>Define whether the material uses morphTargets. Default is false.</p>
- <h3>[property:Float nearDistance]</h3>
- <p>
- The near value of the point light's internal shadow camera.
- </p>
- <h3>[property:Vector3 referencePosition]</h3>
- <p>
- The position of the point light in world space.
- </p>
- <h2>Methods</h2>
- <p>See the base [page:Material] class for common methods.</p>
- <h2>Source</h2>
- <p>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </p>
- </body>
- </html>
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