THREE.JS / FOUNDATIONS — PROJECTED SHADOWS
Shadows without a shadow map.
Keep the custom ShadowMesh path visible: animated geometry, a plane-projection matrix, explicit directional-versus-point divergence, and a stencil-capable renderer.
Initializing ShadowMeshWebGL2
Preparing projected shadows and the ground receiver.
Study issue
- BACKEND
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- MODE
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- W
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- ACTORS
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- STENCIL
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- SAMPLE
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- BUILDS
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Projection controlsDIRECTIONAL / POINT
ShadowMesh projection contract
ShadowMesh.update() projects each actor through a plane and homogeneous light position; w≈0 approximates directional light while w≈1 produces point-light divergence.
Derived from the official WebGL ShadowMesh example, pinned source, and ShadowMesh contracts. This bounded study does not claim whole-example fidelity.