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官方提供的实例如下
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6 w& \2 c3 X, z* S7 l/ G1。 首先在Scene里面激活 渲染 ShadowMap' ^7 O; K+ k" b& P- Q; }; p7 H, d
//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.PCFShadowMap4 \0 ^8 K F4 x) |# G
& V. ^7 H) P) \2。 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 );: r* C4 V( {9 @6 Z( F5 `
+ x4 C# o3 u1 T//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 R+ P. }' {& B* c& f- L3 Z7 e+ q
2 l- X8 D2 ^$ t4 k2 L( _" m ^7 i3. 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 );9 m9 w; r7 d& ~9 d: q: c# M4 P- i
# s0 }6 [9 C- O0 o) s5 @4 h4. 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 );9 g! I; L1 D$ ^4 G2 h' m8 [1 d8 H
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% j. @ _% z- V1 J+ ~: M( ]效果如下!. [1 h9 a" e* Z6 {2 f! `
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