[page:Object3D] → [page:Light] →

[name]

Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].

Example

// 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 );

Constructor

[name]([page:Integer hex], [page:Float intensity])

[page:Integer hex] -- Numeric value of the RGB component of the color.
[page:Float intensity] -- Numeric value of the light's strength/intensity.
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.

Properties

.[page:Object3D target]

Target used for shadow camera orientation.

.[page:Float intensity]

Light's intensity.
Default — *1.0*.

.[page:Boolean onlyShadow]

If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).
Default — *false*.

.[page:Float shadowCameraNear]

Orthographic shadow camera frustum parameter.
Default — *50*.

.[page:Float shadowCameraFar]

Orthographic shadow camera frustum parameter.
Default — *5000*.

.[page:Float shadowCameraLeft]

Orthographic shadow camera frustum parameter.
Default — *-500*.

.[page:Float shadowCameraRight]

Orthographic shadow camera frustum parameter.
Default — *500*.

.[page:Float shadowCameraTop]

Orthographic shadow camera frustum parameter.
Default — *500*.

.[page:Float shadowCameraBottom]

Orthographic shadow camera frustum parameter.
Default — *-500*.

.[page:Boolean shadowCameraVisible]

Show debug shadow camera frustum.
Default — *false*.

.[page:Float shadowBias]

Shadow map bias.
Default — *0*.

.[page:Float shadowDarkness]

Darkness of shadow casted by this light (from *0* to *1*).
Default — *0.5*.

.[page:Integer shadowMapWidth]

Shadow map texture width in pixels.
Default — *512*.

.[page:Integer shadowMapHeight]

Shadow map texture height in pixels.
Default — *512*.

.[page:Boolean shadowCascade]

???
Default — *false*.

.[page:Vector3 shadowCascadeOffset]

???
Default — *Three.Vector3( 0, 0, -1000 )*.

.[page:Integer shadowCascadeCount]

???
Default — *2*.

.[page:Array shadowCascadeBias]

???
Default — [ 0, 0, 0 ].

.[page:Array shadowCascadeWidth]

???
Default — [ 512, 512, 512 ].

.[page:Array shadowCascadeHeight]

???
Default — [ 512, 512, 512 ].

.[page:Array shadowCascadeNearZ]

???
Default — [ -1.000, 0.990, 0.998 ].

.[page:Array shadowCascadeFarZ]

???
Default — [ 0.990, 0.998, 1.000 ].

.[page:Array shadowCascadeArray]

???
Default — [ ].

.[page:RenderTarget shadowMap]

???
Default — *null*.

.[page:Integer shadowMapSize]

???
Default — *null*.

.[page:Camera shadowCamera]

???
Default — *null*.

.[page:Matrix shadowMatrix]

???
Default — *null*.

Methods

Source

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]