Create a new instance of LightShadow
The light's view of the world.
Enables automatic updates of the light's shadow. If you do not require dynamic lighting / shadows, you may set this to false
.
Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.
The amount of samples to use when blurring a VSM shadow map.
The light's view of the world.
The intensity of the shadow. The default is 1
. Valid values are in the range [0, 1]
.
Readonly
isRead-only flag to check if a given object is of type PointLightShadow.
The depth map generated using the internal camera; a location beyond a pixel's depth is in shadow. Computed internally during rendering.
The distribution map generated using the internal camera; an occlusion is calculated based on the distribution of depths. Computed internally during rendering.
A THREE.Vector2 | Vector2 defining the width and height of the shadow map.
Model to shadow camera space, to compute location and depth in shadow map. Stored in a 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.
Defines how much the position used to query the shadow map is offset along the object normal.
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.
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.
Serialize this LightShadow.
Update the matrices for the camera and shadow, used internally by the renderer.
The light for which the shadow is being rendered.
Optional
viewportIndex: number
Shadow for THREE.PointLight | PointLight
See
Source