THREE.JS / LIGHTING CONTRACT
Aim first. Then shape the cone.
A real SpotLight makes target ownership, cone angle, penumbra, distance, decay, and shadow-map state inspectable on native WebGPU with an explicitly labeled WebGL2 fallback.
Ready—
Preparing the spotlight target.
- backend
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- angle / edge
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- distance / decay
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- target
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- shadow map
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- sample avg / p95
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This route is a procedural spotlight contract, not the official gallery asset or pixel composition. IES angular profiles, projector textures, arbitrary light/device matrices, context-loss stress, and whole-example fidelity remain separate boundaries.
Sources: SpotLight docs · official WebGPU spotlight example