<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8" /> <script src="../../list.js"></script> <script src="../../page.js"></script> <link type="text/css" rel="stylesheet" href="../../page.css" /> </head> <body> [page:Object3D] → [page:Light] → <h1>[name]</h1> <div class="desc"> Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial]. </div> <h2>Example</h2> <code>// White directional light at half intensity shining from the top. var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 ); directionalLight.position.set( 0, 1, 0 ); scene.add( directionalLight );</code> <h2>Constructor</h2> <h3>[name]([page:Integer hex], [page:Float intensity])</h3> <div> [page:Integer hex] -- Numeric value of the RGB component of the color. <br /> [page:Float intensity] -- Numeric value of the light's strength/intensity. </div> <div> Creates a light that shines from a specific direction not from a specific position. This light will behave as though it is infinitely far away and the rays produced from it are all parallel. The best analogy would be a light source that acts like the sun: the sun is so far away that all sunlight hitting objects comes from the same angle. </div> <h2>Properties</h2> <h3>[property:Object3D target]</h3> <div> Target used for shadow camera orientation. </div> <h3>[property:Float intensity]</h3> <div> Light's intensity.<br /> Default — *1.0*. </div> <h3>[property:Boolean onlyShadow]</h3> <div> If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br /> Default — *false*. </div> <h3>[property:Float shadowCameraNear]</h3> <div> Orthographic shadow camera frustum parameter.<br /> Default — *50*. </div> <h3>[property:Float shadowCameraFar]</h3> <div> Orthographic shadow camera frustum parameter.<br /> Default — *5000*. </div> <h3>[property:Float shadowCameraLeft]</h3> <div> Orthographic shadow camera frustum parameter.<br /> Default — *-500*. </div> <h3>[property:Float shadowCameraRight]</h3> <div> Orthographic shadow camera frustum parameter.<br /> Default — *500*. </div> <h3>[property:Float shadowCameraTop]</h3> <div> Orthographic shadow camera frustum parameter.<br /> Default — *500*. </div> <h3>[property:Float shadowCameraBottom]</h3> <div> Orthographic shadow camera frustum parameter.<br /> Default — *-500*. </div> <h3>[property:Boolean shadowCameraVisible]</h3> <div> Show debug shadow camera frustum.<br /> Default — *false*. </div> <h3>[property:Float shadowBias]</h3> <div> Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.<br /> Default — *0*. </div> <h3>[property:Float shadowDarkness]</h3> <div> Darkness of shadow casted by this light (from *0* to *1*).<br /> Default — *0.5*. </div> <h3>[property:Integer shadowMapWidth]</h3> <div> Shadow map texture width in pixels.<br /> Default — *512*. </div> <h3>[property:Integer shadowMapHeight]</h3> <div> Shadow map texture height in pixels.<br /> Default — *512*. </div> <h3>[property:Boolean shadowCascade]</h3> <div> **Experimental** If true, use a series of shadow maps in a cascade. This can give better z-depth resolution for a directional light. <br /> Default — *false*. </div> <h3>[property:Integer shadowCascadeCount]</h3> <div> Number of shadow maps to allocate in a cascade (one after another). <br /> Default — *2*. </div> <h3>[property:Vector3 shadowCascadeOffset]</h3> <div> A relative position to real camera where virtual shadow cameras are attached. A magic vector; scene and light orientation dependent. <br /> Default — *Three.Vector3( 0, 0, -1000 )*. </div> <h3>[property:Array shadowCascadeBias]</h3> <div> An array of shadowMapBias values for the corresponding shadow map in the cascade, near to far. <br /> Default — <strong>[ 0, 0, 0 ]</strong>. </div> <h3>[property:Array shadowCascadeWidth]</h3> <div> An array of shadowMapWidth values for the corresponding shadow map in the cascade, near to far. <br /> Default — <strong>[ 512, 512, 512 ]</strong>. </div> <h3>[property:Array shadowCascadeHeight]</h3> <div> An array of shadowMapHeight values for the corresponding shadow map in the cascade, near to far. <br /> Default — <strong>[ 512, 512, 512 ]</strong>. </div> <h3>[property:Array shadowCascadeNearZ]</h3> <div> An array of shadowMapNear values for the corresponding shadow map in the cascade, near to far. These typically start with -1.0 (near plane) and match with the previous shadowCascadeFarZ array value.<br /> Default — <strong>[ -1.000, 0.990, 0.998 ]</strong>. </div> <h3>[property:Array shadowCascadeFarZ]</h3> <div> An array of shadowMapFar values for the corresponding shadow map in the cascade, near to far. These typically match with the next shadowCascadeNearZ array value, ending in 1.0.<br /> Default — <strong>[ 0.990, 0.998, 1.000 ]</strong>. </div> <h3>[property:Array shadowCascadeArray]</h3> <div> Array of size shadowCascadeCount of [page:DirectionalLight THREE.DirectionalLight] objects. This holds the series of separate shadow maps in a cascade, near to far. Created internally. </div> <h3>[property:Vector2 shadowMapSize]</h3> <div> The shadowMapWidth and shadowMapHeight stored in a [page:Vector2 THREE.Vector2]. Set internally during rendering. </div> <h3>[property:OrthographicCamera shadowCamera]</h3> <div> The shadow's view of the world. Computed internally during rendering from the shadowCamera* settings. </div> <h3>[property:Matrix4 shadowMatrix]</h3> <div> Model to shadow camera space, to compute location and depth in shadow map. Computed internally during rendering. </div> <h3>[property:WebGLRenderTarget shadowMap]</h3> <div> The depth map generated using the shadowCamera; a location beyond a pixel's depth is in shadow. Computed internally during rendering. </div> <h2>Methods</h2> <h2>Source</h2> [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js] </body> </html>