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官方提供的实例如下 ( r6 X) v( G& W* v& _2 L+ J
8 R; B9 }8 _) u9 S; Z! ^/ V1。 首先在Scene里面激活 渲染 ShadowMap% S4 Y8 ~/ K( L, P2 z- H L7 i. V
//Create a WebGLRenderer and turn on shadows in the renderervar renderer = new THREE.WebGLRenderer();renderer.shadowMap.enabled = true;renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap1 C# b) Z; z& Z. Z
: e" q) B% v0 x0 s2。 创建平行光,并可以投射Shadow//Create a DirectionalLight and turn on shadows for the lightvar light = new THREE.DirectionalLight( 0xffffff, 1, 100 );light.position.set( 0, 1, 0 ); //default; light shining from toplight.castShadow = true; // default falsescene.add( light );" w$ z( V7 m% a: M2 f
3 \5 Y y* j/ d) A( _//Set up shadow properties for the lightlight.shadow.mapSize.width = 512; // defaultlight.shadow.mapSize.height = 512; // defaultlight.shadow.camera.near = 0.5; // defaultlight.shadow.camera.far = 500; // default
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) q0 m% P3 `' G0 G7 h6 `4 |3 \3. 创建接受shadow的物体 //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 falsesphere.receiveShadow = false; //defaultscene.add( sphere );; W; D3 Y" a) k3 [9 B" T
4 p# X* r( C$ O5 K" M4. 创建获取投影的平面 //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 );
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5 \0 j9 T& r; c. J效果如下!2 \' e( L) m( v# @/ Q% q
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