Capítulo 128 de 859
Abstract base class for light shadow classes. These classes represent the shadow configuration for different light types.
false.bias. Only supported with WebGPURenderer.1. Valid values are in the range [0, 1].UnsignedByteType.Constructor
| Signature |
|---|
new LightShadow( camera : Camera ) (abstract) |
Properties
| Property | Description |
|---|---|
.autoUpdate : boolean | Enables automatic updates of the light's shadow. If you do not require dynamic lighting / shadows, you may set this to false. |
.bias : number | Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow. |
.biasNode : Node.<float> | A node version of bias. Only supported with WebGPURenderer. |
.blurSamples : number | The amount of samples to use when blurring a VSM shadow map. |
.camera : Camera | The light's view of the world. |
.intensity : number | The intensity of the shadow. The default is 1. Valid values are in the range [0, 1]. |
.map : RenderTarget | The depth map generated using the internal camera; a location beyond a pixel's depth is in shadow. Computed internally during rendering. |
.mapPass : RenderTarget | The distribution map generated using the internal camera; an occlusion is calculated based on the distribution of depths. Computed internally during rendering. |
.mapSize : Vector2 | Defines 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 two. |
.mapType : number | The type of shadow texture. The default is UnsignedByteType. |
.matrix : Matrix4 | Model to shadow camera space, to compute location and depth in shadow map. This is computed internally during rendering. |
.needsUpdate : boolean | When set to true, shadow maps will be updated in the next render call. If you have set LightShadow#autoUpdate to false, you will need to set this property to `tru… |
.normalBias : number | Defines how much the position used to query the shadow map is offset along the object normal. The default is 0. Increasing this value can be used to reduce shadow acne especially in large scenes wh… |
.radius : number | 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 map size will allow for a higher value to be used h… |
Methods
| Method | Description |
|---|---|
.clone() : LightShadow | Returns a new light shadow instance with copied values from this instance. |
.copy( source : LightShadow ) : LightShadow | Copies the values of the given light shadow instance to this instance. |
.dispose() | Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app. |
.getFrameExtents() : Vector2 | Returns the frame extends. |
.getFrustum() : Frustum | Gets the shadow cameras frustum. Used internally by the renderer to cull objects. |
.getViewport( viewportIndex : number ) : Vector4 | Returns a viewport definition for the given viewport index. |
.getViewportCount() : number | Used internally by the renderer to get the number of viewports that need to be rendered for this shadow. |
.toJSON() : Object | Serializes the light shadow into JSON. |
.updateMatrices( light : Light ) | Update the matrices for the camera and shadow, used internally by the renderer. |