better shadow
This commit is contained in:
parent
4afc42ec2f
commit
596a227eaf
19
main.js
19
main.js
@ -64,7 +64,7 @@ renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
renderer.toneMapping = THREE.ACESFilmicToneMapping;
|
||||
//renderer.toneMappingExposure = 0.5;
|
||||
renderer.shadowMap.enabled = true;
|
||||
renderer.shadowMap.type = THREE.PCFShadowMap;
|
||||
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
|
||||
renderer.physicallyCorrectLights = true;
|
||||
|
||||
container.appendChild(renderer.domElement);
|
||||
@ -259,20 +259,21 @@ skyUniforms['mieDirectionalG'].value = 0.8;
|
||||
|
||||
// Lights
|
||||
|
||||
const ambientLight = new THREE.AmbientLight(0x222222, 9);
|
||||
const ambientLight = new THREE.AmbientLight(0x404040, 9);
|
||||
scene.add(ambientLight);
|
||||
|
||||
const sunLight = new THREE.DirectionalLight(0xfffae8, 1.5);
|
||||
const sunLight = new THREE.DirectionalLight(0xfffae8, 1);
|
||||
sunLight.castShadow = true;
|
||||
sunLight.shadow.camera.near = 50;
|
||||
sunLight.shadow.camera.far = 300;
|
||||
sunLight.shadow.camera.near = 0.1;
|
||||
sunLight.shadow.camera.far = 1.4 * mazeWidth;
|
||||
sunLight.shadow.camera.left = -1.4 * mazeWidth/2;
|
||||
sunLight.shadow.camera.right = 1.4 * mazeWidth/2;
|
||||
sunLight.shadow.camera.bottom = -1.4 * mazeWidth/2;
|
||||
sunLight.shadow.camera.top = 1.4 * mazeWidth/2;
|
||||
sunLight.shadow.mapSize.width = 8192;
|
||||
sunLight.shadow.mapSize.height = 8192;
|
||||
sunLight.shadow.radius = 4;
|
||||
sunLight.shadow.mapSize.width = 1024;
|
||||
sunLight.shadow.mapSize.height = 1024;
|
||||
//sunLight.shadow.radius = 0.01;
|
||||
sunLight.shadow.bias = 0.0001;
|
||||
sunLight.target = maze
|
||||
scene.add(sunLight);
|
||||
|
||||
@ -283,7 +284,7 @@ function updateSun() {
|
||||
const phi = THREE.MathUtils.degToRad(90 - parameters.elevation);
|
||||
const theta = THREE.MathUtils.degToRad(parameters.azimuth);
|
||||
|
||||
sun.setFromSphericalCoords(100, phi, theta);
|
||||
sun.setFromSphericalCoords(1.4 * mazeWidth/2, phi, theta);
|
||||
|
||||
sky.material.uniforms['sunPosition'].value.copy(sun);
|
||||
ocean.material.uniforms['sunDirection'].value.copy(sun).normalize();
|
||||
|
Loading…
x
Reference in New Issue
Block a user