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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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[page:Material] →
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<h1>[name]</h1>
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<p class="desc">
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[name] is internally used for implementing shadow mapping with [page:PointLight]s.<br/><br/>
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Can also be used to customize the shadow casting of an object by assigning an instance of [name] to [page:Object3D.customDistanceMaterial].
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The following examples demonstrates this approach in order to ensure transparent parts of objects do no cast shadows.
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</p>
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<h2>Examples</h2>
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<p>
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[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]
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</p>
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<script>
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// iOS iframe auto-resize workaround
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if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
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const scene = document.getElementById( 'scene' );
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scene.style.width = getComputedStyle( scene ).width;
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scene.style.height = getComputedStyle( scene ).height;
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scene.setAttribute( 'scrolling', 'no' );
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}
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</script>
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<h2>Constructor</h2>
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<h3>[name]( [param:Object parameters] )</h3>
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<p>
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[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
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Any property of the material (including any property inherited from [page:Material]) can be passed in here.
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</p>
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<h2>Properties</h2>
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<p>See the base [page:Material] class for common properties.</p>
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<h3>[property:Texture alphaMap]</h3>
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<p>The alpha map is a grayscale texture that controls the opacity across the surface
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(black: fully transparent; white: fully opaque). Default is null.<br /><br />
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Only the color of the texture is used, ignoring the alpha channel if one exists.
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For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
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green channel when sampling this texture due to the extra bit of precision provided
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for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
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luminance/alpha textures will also still work as expected.
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</p>
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<h3>[property:Texture displacementMap]</h3>
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<p>
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The displacement map affects the position of the mesh's vertices. Unlike other maps
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which only affect the light and shade of the material the displaced vertices can cast shadows,
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block other objects, and otherwise act as real geometry. The displacement texture is
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an image where the value of each pixel (white being the highest) is mapped against,
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and repositions, the vertices of the mesh.
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</p>
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<h3>[property:Float displacementScale]</h3>
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<p>
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How much the displacement map affects the mesh (where black is no displacement,
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and white is maximum displacement). Without a displacement map set, this value is not applied.
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Default is 1.
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</p>
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<h3>[property:Float displacementBias]</h3>
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<p>
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The offset of the displacement map's values on the mesh's vertices.
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Without a displacement map set, this value is not applied. Default is 0.
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</p>
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<h3>[property:Float farDistance]</h3>
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<p>
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The far value of the point light's internal shadow camera.
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</p>
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<h3>[property:Boolean fog]</h3>
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<p>Whether the material is affected by fog. Default is *false*.</p>
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<h3>[property:Texture map]</h3>
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<p>The color map. Default is null.</p>
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<h3>[property:Boolean morphTargets]</h3>
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<p>Define whether the material uses morphTargets. Default is false.</p>
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<h3>[property:Float nearDistance]</h3>
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<p>
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The near value of the point light's internal shadow camera.
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</p>
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<h3>[property:Vector3 referencePosition]</h3>
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<p>
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The position of the point light in world space.
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</p>
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<h2>Methods</h2>
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<p>See the base [page:Material] class for common methods.</p>
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<h2>Source</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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