Capítulo 70 de 859
A material used internally for implementing shadow mapping with point lights.
Can also be used to customize the shadow casting of an object by assigning an instance of MeshDistanceMaterial to Object3D#customDistanceMaterial. The following examples demonstrates this approach in order to ensure transparent parts of objects do not cast shadows.
Constructor
| Signature |
|---|
new MeshDistanceMaterial( parameters : Object ) |
Properties
| Property | Description |
|---|---|
.alphaMap : Texture | The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). |
.displacementBias : number | The offset of the displacement map's values on the mesh's vertices. The bias is added to the scaled sample of the displacement map. Without a displacement map set, this value is not applied. |
.displacementMap : Texture | 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,… |
.displacementScale : number | 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. |
.isMeshDistanceMaterial : boolean (readonly) | This flag can be used for type testing. |
.map : Texture | The color map. May optionally include an alpha channel, typically combined with Material#transparent or Material#alphaTest. |