Interface ProgressiveShadowsOptions

Progressive Shadows component options

ProgressiveShadowsOptions

2024.2.4

yisky

interface ProgressiveShadowsOptions {
    alphaTest?: number;
    blend?: number;
    color?: ColorRepresentation;
    frames?: number;
    height?: number;
    lights?: RandomizedLightOptions;
    lookAt?: Vector3;
    onAfterRender?: ((renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry<NormalBufferAttributes>, material: Material, group: Group<Object3DEventMap>) => void);
    onBeforeRender?: ((renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry<NormalBufferAttributes>, material: Material, group: Group<Object3DEventMap>) => void);
    opacity?: number;
    position?: Vector3;
    quaternion?: Quaternion;
    queryMask?: QueryMask;
    renderOrder?: RenderOrder;
    resolution?: number;
    rotation?: Euler;
    scale?: Vector3;
    userData?: {
        [key: string]: any;
    };
    width?: number;
}

Hierarchy

  • RendererOptions
    • ProgressiveShadowsOptions

Properties

alphaTest?: number

Discards alpha pixels, 0.65

ProgressiveShadowsOptions

blend?: number

How much colors turn to black, 0 is back. Default is 2.

ProgressiveShadowsOptions

color?: ColorRepresentation

Shadow color. Default is black.

ProgressiveShadowsOptions

frames?: number

How many frames it can render, more yields cleaner results but takes more time. Default is 40.

ProgressiveShadowsOptions

height?: number

Shadow cast plane height. Default is 1.

ProgressiveShadows

Randomized lights shining from different angles to emulate raycasting.

ProgressiveShadowsOptions

lookAt?: Vector3

Rotates the object to face a point in world space.

LightformerOptions

onAfterRender?: ((renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry<NormalBufferAttributes>, material: Material, group: Group<Object3DEventMap>) => void)

After render callback

RendererOptions

onBeforeRender?: ((renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry<NormalBufferAttributes>, material: Material, group: Group<Object3DEventMap>) => void)

Before render callback

RendererOptions

opacity?: number

Opacity of the plane. Default is 1.

ProgressiveShadowsOptions

position?: Vector3

Local Position

LightformerOptions

quaternion?: Quaternion

Local quaternion

RendererOptions

queryMask?: QueryMask

Query mask

RendererOptions

renderOrder?: RenderOrder

Render order

RendererOptions

resolution?: number

Light map resolution. Default is 1024.

ProgressiveShadowsOptions

rotation?: Euler

Local rotation

LightformerOptions

scale?: Vector3

Local Scale

LightformerOptions

userData?: {
    [key: string]: any;
}

The component user data, default is {}

ComponentOptions

width?: number

Shadow cast plane width. Default is 1.

ProgressiveShadowsOptions