--- /dev/null
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+<html lang="en">
+ <head>
+ <meta charset="utf-8" />
+ <base href="../../../" />
+ <script src="list.js"></script>
+ <script src="page.js"></script>
+ <link type="text/css" rel="stylesheet" href="page.css" />
+ </head>
+ <body>
+
+ <h1>[name]</h1>
+
+ <div class="desc">
+ This is used internally by [page:PointLight PointLights] for calculating shadows, and also serves as
+ a base class for the other shadow classes.
+ </div>
+
+
+ <h2>Example</h2>
+ <div>
+ <code>
+//Create a WebGLRenderer and turn on shadows in the renderer
+var renderer = new THREE.WebGLRenderer();
+renderer.shadowMap.enabled = true;
+renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
+
+//Create a PointLight and turn on shadows for the light
+var light = new THREE.PointLight( 0xffffff, 1, 100 );
+light.position.set( 0, 10, 0 );
+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)
+var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
+var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
+var 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)
+var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
+var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
+var plane = new THREE.Mesh( planeGeometry, planeMaterial );
+plane.receiveShadow = true;
+scene.add( plane );
+
+//Create a helper for the shadow camera (optional)
+var helper = new THREE.CameraHelper( light.shadow.camera );
+scene.add( helper );
+ </code>
+ </div>
+
+ <h2>Constructor</h2>
+
+ <h3>[name]( [page:Camera camera] )</h3>
+ <div>
+ [page:Camera camera] - the light's view of the world.<br /><br />
+
+ Create a new [name]. This is not intended to be called directly - it is called
+ internally by [page:PointLight] or used as a base class by other light shadows.
+ </div>
+
+ <h2>Properties</h2>
+
+ <h3>[property:Camera camera]</h3>
+ <div>
+ 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.
+ </div>
+
+ <h3>[property:Float bias]</h3>
+ <div>
+ Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.<br />
+ The default is 0. Very tiny adjustments here (in the order of 0.0001) may help reduce artefacts in shadows
+ </div>
+
+ <h3>[property:WebGLRenderTarget map]</h3>
+ <div>
+ The depth map generated using the internal camera; a location beyond a pixel's depth is
+ in shadow. Computed internally during rendering.
+ </div>
+
+
+ <h3>[property:Vector2 mapSize]</h3>
+ <div>
+ A [Page:Vector2] defining the width and height of the shadow map.<br /><br />
+
+ Higher values give better quality shadows at the cost of computation time. Values must be
+ powers of 2, up to the [page:WebGLRenderer.capabilities].maxTextureSize for a given device,
+ although the width and height don't have to be the same (so, for example, (512, 1024) is valid).
+ The default is *( 512, 512 )*.
+ </div>
+
+
+ <h3>[property:Matrix4 matrix]</h3>
+ <div>
+ Model to shadow camera space, to compute location and depth in shadow map. Stored
+ in a [page:Matrix4 Matrix4]. This is computed internally during rendering.
+ </div>
+
+ <h3>[property:Float radius]</h3>
+ <div>
+ Setting this to values greater than 1 will blur the edges of the shadow.<br />
+
+ High values will cause unwanted banding effects in the shadows - a greater [page:.mapSize mapSize]
+ will allow for a higher value to be used here before these effects become visible.<br /><br />
+
+ Note that this has no effect if the [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer BasicShadowMap].
+ </div>
+
+
+ <h2>Methods</h2>
+ <h3>[method:LightShadow copy]( [page:LightShadow source] )</h3>
+ <div>
+ Copies value of all the properties from the [page:LightShadow source] to this
+ SpotLight.
+ </div>
+
+ <h3>[method:LightShadow clone]()</h3>
+ <div>
+ Creates a new LightShadow with the same properties as this one.
+ </div>
+
+ <h3>[method:Object toJSON]()</h3>
+ <div>
+ Serialize this LightShadow.
+ </div>
+
+ <h2>Source</h2>
+
+ [link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
+ </body>
+</html>