Create a new instance of DirectionalLightShadow
Enables automatic updates of the light's shadow. If you do not require dynamic lighting / shadows, you may set this to false
.
true
Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.
The Very tiny adjustments here (in the order of 0.0001) may help reduce artifacts in shadows.
Expects a Float
0
The amount of samples to use when blurring a VSM shadow map.
Expects a Integer
8
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.
is an {@link THREE.OrthographicCamera | OrthographicCamera} with
{@link OrthographicCamera.left | left} and {@link OrthographicCamera.bottom | bottom} set to -5,
{@link OrthographicCamera.right | right} and {@link OrthographicCamera.top | top} set to 5,
the {@link OrthographicCamera.near | near} clipping plane at 0.5 and
the {@link OrthographicCamera.far | far} clipping plane at 500.
Readonly
isRead-only flag to check if a given object is of type DirectionalLightShadow.
This is a constant value
true
The depth map generated using the internal camera; a location beyond a pixel's depth is in shadow. Computed internally during rendering.
null
The distribution map generated using the internal camera; an occlusion is calculated based on the distribution of depths. Computed internally during rendering.
null
A Vector2 defining the width and height of the shadow map.
Higher values give better quality shadows at the cost of computation time.
new THREE.Vector2(512, 512)
Model to shadow camera space, to compute location and depth in shadow map. Stored in a Matrix4.
This is computed internally during rendering.
new THREE.Matrix4()
When set to true
, shadow maps will be updated in the next render
call.
If you have set autoUpdate to false
, you will need to set this property to true
and then make a render call to update the light's shadow.
false
Defines how much the position used to query the shadow map is offset along the object normal.
The Increasing this value can be used to reduce shadow acne especially in large scenes where light shines onto geometry at a shallow angle.
The cost is that shadows may appear distorted.
Expects a Float
0
Setting this to values greater than 1 will blur the edges of the shadow.toi
High values will cause unwanted banding effects in the shadows - a greater mapSize will allow for a higher value to be used here before these effects become visible. @remark If {@link THREE.WebGLRenderer.shadowMap.type | WebGLRenderer.shadowMap.type is set to PCFSoftShadowMap, radius has no effect and it is recommended to increase softness by decreasing mapSize instead.
Note that this has no effect if the WebGLRenderer.shadowMap.type is set to BasicShadowMap.
Expects a Float
1
Creates a new LightShadow with the same properties as this one.
Optional
recursive: booleanCopies value of all the properties from the {@link LightShadow | source} to this Light.
Update the matrices for the camera and shadow, used internally by the renderer.
The light for which the shadow is being rendered.
This is used internally by DirectionalLights for calculating shadows. Unlike the other shadow classes, this uses an OrthographicCamera to calculate the shadows, rather than a PerspectiveCamera
Remarks
This is because light rays from a DirectionalLight are parallel.
Example
See