This is used internally by [page:DirectionalLight DirectionalLights] for
calculating shadows.
Unlike the other shadow classes, this uses an [page:OrthographicCamera] to
calculate the shadows, rather than a [page:PerspectiveCamera]. This is
because light rays from a [page:DirectionalLight] are parallel.
//Create a WebGLRenderer and turn on shadows in the renderer
const renderer = new THREE.WebGLRenderer();
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
//Create a DirectionalLight and turn on shadows for the light
const light = new THREE.DirectionalLight( 0xffffff, 1 );
light.position.set( 0, 1, 0 ); //default; light shining from top
light.castShadow = true; // default false
scene.add( light );
//Set up shadow properties for the light
light.shadow.mapSize.width = 512; // default
light.shadow.mapSize.height = 512; // default
light.shadow.camera.near = 0.5; // default
light.shadow.camera.far = 500; // default
//Create a sphere that cast shadows (but does not receive them)
const sphereGeometry = new THREE.SphereGeometry( 5, 32, 32 );
const sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
sphere.castShadow = true; //default is false
sphere.receiveShadow = false; //default
scene.add( sphere );
//Create a plane that receives shadows (but does not cast them)
const planeGeometry = new THREE.PlaneGeometry( 20, 20, 32, 32 );
const planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
const plane = new THREE.Mesh( planeGeometry, planeMaterial );
plane.receiveShadow = true;
scene.add( plane );
//Create a helper for the shadow camera (optional)
const helper = new THREE.CameraHelper( light.shadow.camera );
scene.add( helper );
Creates a new [name]. This is not intended to be called directly - it is called internally by [page:DirectionalLight].
See the base [page:LightShadow LightShadow] class for common properties.
The light's view of the world. This is used to generate a depth map of the
scene; objects behind other objects from the light's perspective will be
in shadow.
The default is an [page:OrthographicCamera] with
[page:OrthographicCamera.left left] and [page:OrthographicCamera.bottom bottom]
set to `-5`, [page:OrthographicCamera.right right] and
[page:OrthographicCamera.top top] set to `5`, the
[page:OrthographicCamera.near near] clipping plane at `0.5` and the
[page:OrthographicCamera.far far] clipping plane at `500`.
Read-only flag to check if a given object is of type [name].
See the base [page:LightShadow LightShadow] class for common methods.
[link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]