lights/index library

Classes

AmbientLight
This light globally illuminates all objects in the scene equally.
AmbientLightProbe
DirectionalLight
A light that gets emitted in a specific direction. This light will behave as though it is infinitely far away and the rays produced from it are all parallel. The common use case for this is to simulate daylight; the sun is far enough away that its position can be considered to be infinite, and all light rays coming from it are parallel.
DirectionalLightShadow
This is used internally by DirectionalLights for calculating shadows.
HemisphereLight
A light source positioned directly above the scene, with color fading from the sky color to the ground color.
HemisphereLightProbe
Light
Abstract base class for lights - all other light types inherit the properties and methods described here.
LightProbe
Light probes are an alternative way of adding light to a 3D scene. Unlike classical light sources (e.g. directional, point or spot lights), light probes do not emit light. Instead they store information about light passing through 3D space. During rendering, the light that hits a 3D object is approximated by using the data from the light probe.
LightShadow
Serves as a base class for the other shadow classes.
PointLight
A light that gets emitted from a single point in all directions. A common use case for this is to replicate the light emitted from a bare lightbulb.
PointLightShadow
This is used internally by PointLights for calculating shadows.
RectAreaLight
RectAreaLight emits light uniformly across the face a rectangular plane. This light type can be used to simulate light sources such as bright windows or strip lighting.
SpotLight
This light gets emitted from a single point in one direction, along a cone that increases in size the further from the light it gets.
SpotLightShadow
This is used internally by SpotLights for calculating shadows.