Be aware that shadow maps are scale dependent. I'm working on a scene where the unit distance represents one metre, and my objects are around 0.4 metres large. This is quite small by Three.js standards. If you have this situation too, then you can take a few important steps:
- Ensure the shadow camera's near/far planes are reasonable given your scene's dimensions.
- Ensure the shadow camera top/left/bottom/right values are not too large, otherwise each shadow 'pixel' may be so large that you don't even notice the shadow in your scene.
Let's look at how to do this.
Debugging
Be sure to turn on the debug rendering per light via CameraHelper
:
scene.add(new THREE.CameraHelper(camera))
Or in older versions of the Three.js:
light.shadowCameraVisible = true;
This will show you the volume over which the shadow is being calculated. Here is an example of what that might look like:
Notice the near and far planes (with black crosses), and the top/left/bottom/right of the shadow camera (outer walls of the yellow box.) You want this box to be tight around whatever objects you are going to have in shadow — possibly even tighter than I'm showing here.
Code
Here are some snippets of code that might be useful.
var light = new THREE.DirectionalLight(0xffffff);
light.position.set(0, 2, 2);
light.target.position.set(0, 0, 0);
light.castShadow = true;
light.shadowDarkness = 0.5;
light.shadowCameraVisible = true; // only for debugging
// these six values define the boundaries of the yellow box seen above
light.shadowCameraNear = 2;
light.shadowCameraFar = 5;
light.shadowCameraLeft = -0.5;
light.shadowCameraRight = 0.5;
light.shadowCameraTop = 0.5;
light.shadowCameraBottom = -0.5;
scene.add(light);
Make sure some object(s) cast shadows:
object.castShadow = true;
Make sure some object(s) receive shadows:
object.receiveShadow = true;
Finally, configure some values on the WebGLRenderer
:
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(canvasWidth, canvasHeight);
renderer.shadowMapEnabled = true;
renderer.shadowMapSoft = true;
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