// white spotlight shining from the side, casting shadow
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@@ -73,50 +73,44 @@
Default position — *(0,0,0)*.<br/>
*Note*: Currently for target property to work properly, it must be part of the [page:Scene scene], e.g. this will help: <code>scene.add( light.target )</code>
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<h3>[property:Float intensity]</h3>
<div>
Light's intensity.<br/>
Default — *1.0*.
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<h3>[property:Float distance]</h3>
<div>
If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br/>
Default — *0.0*.
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<h3>[property:Float angle]</h3>
<div>
Maximum extent of the spotlight, in radians, from its direction. Should be no more than *Math.PI/2*.<br/>
Default — *Math.PI/3*.
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<h3>[property:Float exponent]</h3>
<div>
Rapidity of the falloff of light from its target direction. A lower value spreads out the light, while a higher
focuses it towards the center.<br/>
Default — *10.0*.
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<h3>[property:Float decay]</h3>
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The amount the light dims along the distance of the light<br/>
Default — *1*.
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<h3>[property:Boolean castShadow]</h3>
<div>
If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right.<br/>
Default — *false*.
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<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>
Perspective shadow camera frustum <em>near</em> parameter.<br/>
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@@ -134,13 +128,13 @@
Perspective shadow camera frustum <em>field of view</em> parameter.<br/>
Default — *50*.
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<h3>[property:Boolean shadowCameraVisible]</h3>
<div>
Show debug shadow camera frustum.<br/>
Default — *false*.
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<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/>
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@@ -158,34 +152,34 @@
Shadow map texture height in pixels.<br/>
Default — *512*.
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<h3>[property:Vector2 shadowMapSize]</h3>
<div>
The shadowMapWidth and shadowMapHeight stored in a [page:Vector2 THREE.Vector2]. Set internally during rendering.