Create a new instance of LightShadow
The light's view of the world.
The light's view of the world.
Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in 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.
Note that this has no effect if the THREE.WebGLRenderer.shadowMap | WebGLRenderer.shadowMap.THREE.WebGLShadowMap.type | type
is set to THREE.BasicShadowMap | BasicShadowMap.
Expects a Float
1
The amount of samples to use when blurring a VSM shadow map.
A THREE.Vector2 | Vector2 defining the width and height of the shadow map.
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.
Model to shadow camera space, to compute location and depth in shadow map.
Stored in a Matrix4.
Enables automatic updates of the light's shadow. If you do not require dynamic lighting / shadows, you may set this to false
.
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.
Copies value of all the properties from the {@link LightShadow | source} to this Light.
Creates a new LightShadow with the same properties as this one.
Optional
recursive: booleanUpdate the matrices for the camera and shadow, used internally by the renderer.
The light for which the shadow is being rendered.
Serves as a base class for the other shadow classes.
See