This is used internally by [page:PointLight PointLights] for calculating shadows, and also serves as a base class for the other shadow classes.
//Create a WebGLRenderer and turn on shadows in the renderer
var renderer = new v3d.WebGLRenderer();
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = v3d.PCFSoftShadowMap; // default v3d.PCFShadowMap
//Create a PointLight and turn on shadows for the light
var light = new v3d.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 v3d.SphereBufferGeometry(5, 32, 32);
var sphereMaterial = new v3d.MeshStandardMaterial({ color: 0xff0000 });
var sphere = new v3d.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 v3d.PlaneBufferGeometry(20, 20, 32, 32);
var planeMaterial = new v3d.MeshStandardMaterial({ color: 0x00ff00 })
var plane = new v3d.Mesh(planeGeometry, planeMaterial);
plane.receiveShadow = true;
scene.add(plane);
//Create a helper for the shadow camera (optional)
var helper = new v3d.CameraHelper(light.shadow.camera);
scene.add(helper);
[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.
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.
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
Exponential bias for [page:Renderer ESMShadowMap] to reduce light leaking which can happen near an occluder.
The default is 1. Increasing it reduces light leaking but make shadows less soft and make self-shadowing artifacts a bit more noticeable.
Used to check whether this or derived classes are light shadows. Default is *true*.
You should not change this, as it used internally for optimization.
The depth map generated using the internal camera; a location beyond a pixel's depth is in shadow. Computed internally during rendering.
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)*.
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.
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].
An adaptive bias which depends on the polygon's slope relative to the light's camera.
Default is 0.
Used mainly for shadow mapping.
Copies value of all the properties from the [page:LightShadow source] to this SpotLight.
Creates a new LightShadow with the same properties as this one.
Disposes shadow map render targets from memory.
You need to call this when you want shadow map resources removed while the application is running.
Serialize this LightShadow.
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