File: LightShadow.md | Updated: 11/15/2025
Abstract base class for light shadow classes. These classes represent the shadow configuration for different light types.
Constructs a new light shadow.
camera | The light's view of the world.
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Enables automatic updates of the light's shadow. If you do not require dynamic lighting / shadows, you may set this to false.
Default is true.
Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.
The default is 0. Very tiny adjustments here (in the order of 0.0001) may help reduce artifacts in shadows.
Default is 0.
The amount of samples to use when blurring a VSM shadow map.
Default is 8.
The light's view of the world.
The intensity of the shadow. The default is 1. Valid values are in the range [0, 1].
Default is 1.
The depth map generated using the internal camera; a location beyond a pixel's depth is in shadow. Computed internally during rendering.
Default is null.
The distribution map generated using the internal camera; an occlusion is calculated based on the distribution of depths. Computed internally during rendering.
Default is null.
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.
Default is (512,512).
The type of shadow texture. The default is UnsignedByteType.
Default is UnsignedByteType.
Model to shadow camera space, to compute location and depth in shadow map. This is computed internally during rendering.
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 true and then make a render call to update the light's shadow.
Default is false.
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 where light shines onto geometry at a shallow angle. The cost is that shadows may appear distorted.
Default is 0.
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 here before these effects become visible.
The property has no effect when the shadow map type is PCFSoftShadowMap and and it is recommended to increase softness by decreasing the shadow map size instead.
The property has no effect when the shadow map type is BasicShadowMap.
Default is 1.
Returns a new light shadow instance with copied values from this instance.
Returns: A clone of this instance.
Copies the values of the given light shadow instance to this instance.
source | The light shadow to copy.
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Returns: A reference to this light shadow instance.
Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.
Returns the frame extends.
Returns: The frame extends.
Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
Returns: The shadow camera frustum.
Returns a viewport definition for the given viewport index.
viewportIndex | The viewport index.
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Returns: The viewport.
Used internally by the renderer to get the number of viewports that need to be rendered for this shadow.
Returns: The viewport count.
Serializes the light shadow into JSON.
See:
Returns: A JSON object representing the serialized light shadow.
Update the matrices for the camera and shadow, used internally by the renderer.
light | The light for which the shadow is being rendered.
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