--- name: threejs-lighting description: Three.js lighting - light types, shadows, environment lighting. Use when adding lights, configuring shadows, setting up IBL, or optimizing lighting performance. --- # Three.js Lighting ## Quick Start ```javascript import * as THREE from "three"; // Basic lighting setup const ambientLight = new THREE.AmbientLight(0xffffff, 0.5); scene.add(ambientLight); const directionalLight = new THREE.DirectionalLight(0xffffff, 1); directionalLight.position.set(5, 5, 5); scene.add(directionalLight); ``` ## Light Types Overview | Light | Description | Shadow Support | Cost | | ---------------- | ---------------------- | -------------- | -------- | | AmbientLight | Uniform everywhere | No | Very Low | | HemisphereLight | Sky/ground gradient | No | Very Low | | DirectionalLight | Parallel rays (sun) | Yes | Low | | PointLight | Omnidirectional (bulb) | Yes | Medium | | SpotLight | Cone-shaped | Yes | Medium | | RectAreaLight | Area light (window) | No\* | High | \*RectAreaLight shadows require custom solutions ## AmbientLight Illuminates all objects equally. No direction, no shadows. ```javascript // AmbientLight(color, intensity) const ambient = new THREE.AmbientLight(0xffffff, 0.5); scene.add(ambient); // Modify at runtime ambient.color.set(0xffffcc); ambient.intensity = 0.3; ``` ## HemisphereLight Gradient from sky to ground color. Good for outdoor scenes. ```javascript // HemisphereLight(skyColor, groundColor, intensity) const hemi = new THREE.HemisphereLight(0x87ceeb, 0x8b4513, 0.6); hemi.position.set(0, 50, 0); scene.add(hemi); // Properties hemi.color; // Sky color hemi.groundColor; // Ground color hemi.intensity; ``` ## DirectionalLight Parallel light rays. Simulates distant light source (sun). ```javascript // DirectionalLight(color, intensity) const dirLight = new THREE.DirectionalLight(0xffffff, 1); dirLight.position.set(5, 10, 5); // Light points at target (default: 0, 0, 0) dirLight.target.position.set(0, 0, 0); scene.add(dirLight.target); scene.add(dirLight); ``` ### DirectionalLight Shadows ```javascript dirLight.castShadow = true; // Shadow map size (higher = sharper, more expensive) dirLight.shadow.mapSize.width = 2048; dirLight.shadow.mapSize.height = 2048; // Shadow camera (orthographic) dirLight.shadow.camera.near = 0.5; dirLight.shadow.camera.far = 50; dirLight.shadow.camera.left = -10; dirLight.shadow.camera.right = 10; dirLight.shadow.camera.top = 10; dirLight.shadow.camera.bottom = -10; // Shadow softness dirLight.shadow.radius = 4; // Blur radius (PCFSoftShadowMap only) // Shadow bias (fixes shadow acne) dirLight.shadow.bias = -0.0001; dirLight.shadow.normalBias = 0.02; // Helper to visualize shadow camera const helper = new THREE.CameraHelper(dirLight.shadow.camera); scene.add(helper); ``` ## PointLight Emits light in all directions from a point. Like a light bulb. ```javascript // PointLight(color, intensity, distance, decay) const pointLight = new THREE.PointLight(0xffffff, 1, 100, 2); pointLight.position.set(0, 5, 0); scene.add(pointLight); // Properties pointLight.distance; // Maximum range (0 = infinite) pointLight.decay; // Light falloff (physically correct = 2) ``` ### PointLight Shadows ```javascript pointLight.castShadow = true; pointLight.shadow.mapSize.width = 1024; pointLight.shadow.mapSize.height = 1024; // Shadow camera (perspective - 6 directions for cube map) pointLight.shadow.camera.near = 0.5; pointLight.shadow.camera.far = 50; pointLight.shadow.bias = -0.005; ``` ## SpotLight Cone-shaped light. Like a flashlight or stage light. ```javascript // SpotLight(color, intensity, distance, angle, penumbra, decay) const spotLight = new THREE.SpotLight(0xffffff, 1, 100, Math.PI / 6, 0.5, 2); spotLight.position.set(0, 10, 0); // Target (light points at this) spotLight.target.position.set(0, 0, 0); scene.add(spotLight.target); scene.add(spotLight); // Properties spotLight.angle; // Cone angle (radians, max Math.PI/2) spotLight.penumbra; // Soft edge (0-1) spotLight.distance; // Range spotLight.decay; // Falloff ``` ### SpotLight Shadows ```javascript spotLight.castShadow = true; spotLight.shadow.mapSize.width = 1024; spotLight.shadow.mapSize.height = 1024; // Shadow camera (perspective) spotLight.shadow.camera.near = 0.5; spotLight.shadow.camera.far = 50; spotLight.shadow.camera.fov = 30; spotLight.shadow.bias = -0.0001; // Focus (affects shadow projection) spotLight.shadow.focus = 1; ``` ## RectAreaLight Rectangular area light. Great for soft, realistic lighting. ```javascript import { RectAreaLightHelper } from "three/examples/jsm/helpers/RectAreaLightHelper.js"; import { RectAreaLightUniformsLib } from "three/examples/jsm/lights/RectAreaLightUniformsLib.js"; // Must initialize uniforms first RectAreaLightUniformsLib.init(); // RectAreaLight(color, intensity, width, height) const rectLight = new THREE.RectAreaLight(0xffffff, 5, 4, 2); rectLight.position.set(0, 5, 0); rectLight.lookAt(0, 0, 0); scene.add(rectLight); // Helper const helper = new RectAreaLightHelper(rectLight); rectLight.add(helper); // Note: Only works with MeshStandardMaterial and MeshPhysicalMaterial // Does not cast shadows natively ``` ## Shadow Setup ### Enable Shadows ```javascript // 1. Enable on renderer renderer.shadowMap.enabled = true; renderer.shadowMap.type = THREE.PCFSoftShadowMap; // Shadow map types: // THREE.BasicShadowMap - fastest, low quality // THREE.PCFShadowMap - default, filtered // THREE.PCFSoftShadowMap - softer edges // THREE.VSMShadowMap - variance shadow map // 2. Enable on light light.castShadow = true; // 3. Enable on objects mesh.castShadow = true; mesh.receiveShadow = true; // Ground plane floor.receiveShadow = true; floor.castShadow = false; // Usually false for floors ``` ### Optimizing Shadows ```javascript // Tight shadow camera frustum const d = 10; dirLight.shadow.camera.left = -d; dirLight.shadow.camera.right = d; dirLight.shadow.camera.top = d; dirLight.shadow.camera.bottom = -d; dirLight.shadow.camera.near = 0.5; dirLight.shadow.camera.far = 30; // Fix shadow acne dirLight.shadow.bias = -0.0001; // Depth bias dirLight.shadow.normalBias = 0.02; // Bias along normal // Shadow map size (balance quality vs performance) // 512 - low quality // 1024 - medium quality // 2048 - high quality // 4096 - very high quality (expensive) ``` ### Contact Shadows (Fake, Fast) ```javascript import { ContactShadows } from "three/examples/jsm/objects/ContactShadows.js"; const contactShadows = new ContactShadows({ resolution: 512, blur: 2, opacity: 0.5, scale: 10, position: [0, 0, 0], }); scene.add(contactShadows); ``` ## Light Helpers ```javascript import { RectAreaLightHelper } from "three/examples/jsm/helpers/RectAreaLightHelper.js"; // DirectionalLight helper const dirHelper = new THREE.DirectionalLightHelper(dirLight, 5); scene.add(dirHelper); // PointLight helper const pointHelper = new THREE.PointLightHelper(pointLight, 1); scene.add(pointHelper); // SpotLight helper const spotHelper = new THREE.SpotLightHelper(spotLight); scene.add(spotHelper); // Hemisphere helper const hemiHelper = new THREE.HemisphereLightHelper(hemiLight, 5); scene.add(hemiHelper); // RectAreaLight helper const rectHelper = new RectAreaLightHelper(rectLight); rectLight.add(rectHelper); // Update helpers when light changes dirHelper.update(); spotHelper.update(); ``` ## Environment Lighting (IBL) Image-Based Lighting using HDR environment maps. ```javascript import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js"; const rgbeLoader = new RGBELoader(); rgbeLoader.load("environment.hdr", (texture) => { texture.mapping = THREE.EquirectangularReflectionMapping; // Set as scene environment (affects all PBR materials) scene.environment = texture; // Optional: also use as background scene.background = texture; scene.backgroundBlurriness = 0; // 0-1, blur the background scene.backgroundIntensity = 1; }); // PMREMGenerator for better reflections const pmremGenerator = new THREE.PMREMGenerator(renderer); pmremGenerator.compileEquirectangularShader(); rgbeLoader.load("environment.hdr", (texture) => { const envMap = pmremGenerator.fromEquirectangular(texture).texture; scene.environment = envMap; texture.dispose(); pmremGenerator.dispose(); }); ``` ### Cube Texture Environment ```javascript const cubeLoader = new THREE.CubeTextureLoader(); const envMap = cubeLoader.load([ "px.jpg", "nx.jpg", "py.jpg", "ny.jpg", "pz.jpg", "nz.jpg", ]); scene.environment = envMap; scene.background = envMap; ``` ## Light Probes (Advanced) Capture lighting from a point in space for ambient lighting. ```javascript import { LightProbeGenerator } from "three/examples/jsm/lights/LightProbeGenerator.js"; // Generate from cube texture const lightProbe = new THREE.LightProbe(); scene.add(lightProbe); lightProbe.copy(LightProbeGenerator.fromCubeTexture(cubeTexture)); // Or from render target const cubeCamera = new THREE.CubeCamera( 0.1, 100, new THREE.WebGLCubeRenderTarget(256), ); cubeCamera.update(renderer, scene); lightProbe.copy( LightProbeGenerator.fromCubeRenderTarget(renderer, cubeCamera.renderTarget), ); ``` ## Common Lighting Setups ### Three-Point Lighting ```javascript // Key light (main light) const keyLight = new THREE.DirectionalLight(0xffffff, 1); keyLight.position.set(5, 5, 5); scene.add(keyLight); // Fill light (softer, opposite side) const fillLight = new THREE.DirectionalLight(0xffffff, 0.5); fillLight.position.set(-5, 3, 5); scene.add(fillLight); // Back light (rim lighting) const backLight = new THREE.DirectionalLight(0xffffff, 0.3); backLight.position.set(0, 5, -5); scene.add(backLight); // Ambient fill const ambient = new THREE.AmbientLight(0x404040, 0.3); scene.add(ambient); ``` ### Outdoor Daylight ```javascript // Sun const sun = new THREE.DirectionalLight(0xffffcc, 1.5); sun.position.set(50, 100, 50); sun.castShadow = true; scene.add(sun); // Sky ambient const hemi = new THREE.HemisphereLight(0x87ceeb, 0x8b4513, 0.6); scene.add(hemi); ``` ### Indoor Studio ```javascript // Multiple area lights RectAreaLightUniformsLib.init(); const light1 = new THREE.RectAreaLight(0xffffff, 5, 2, 2); light1.position.set(3, 3, 3); light1.lookAt(0, 0, 0); scene.add(light1); const light2 = new THREE.RectAreaLight(0xffffff, 3, 2, 2); light2.position.set(-3, 3, 3); light2.lookAt(0, 0, 0); scene.add(light2); // Ambient fill const ambient = new THREE.AmbientLight(0x404040, 0.2); scene.add(ambient); ``` ## Light Animation ```javascript const clock = new THREE.Clock(); function animate() { const time = clock.getElapsedTime(); // Orbit light around scene light.position.x = Math.cos(time) * 5; light.position.z = Math.sin(time) * 5; // Pulsing intensity light.intensity = 1 + Math.sin(time * 2) * 0.5; // Color cycling light.color.setHSL((time * 0.1) % 1, 1, 0.5); // Update helpers if using lightHelper.update(); } ``` ## Performance Tips 1. **Limit light count**: Each light adds shader complexity 2. **Use baked lighting**: For static scenes, bake to textures 3. **Smaller shadow maps**: 512-1024 often sufficient 4. **Tight shadow frustums**: Only cover needed area 5. **Disable unused shadows**: Not all lights need shadows 6. **Use light layers**: Exclude objects from certain lights ```javascript // Light layers light.layers.set(1); // Light only affects layer 1 mesh.layers.enable(1); // Mesh is on layer 1 otherMesh.layers.disable(1); // Other mesh not affected // Selective shadows mesh.castShadow = true; mesh.receiveShadow = true; decorMesh.castShadow = false; // Small objects often don't need to cast ``` ## See Also - `threejs-materials` - Material light response - `threejs-textures` - Lightmaps and environment maps - `threejs-postprocessing` - Bloom and other light effects