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Renderer: Rename shadowMap.color to shadowMap.colored.
#32608
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Sorry, but this is still not clear to me.
Where is the "custom color" set?
What does this property enable, precisely? When is it required?
If you can explain that in a few words, then perhaps we can come up with a better definition.
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material.castShadowNodeallows to customize the colors and opacity of the cast shadow per material with avec4.three.js/src/renderers/common/Renderer.js
Lines 3056 to 3060 in 288d8a3
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So
renderer.shadowMap.colored = trueis only required ifmaterial.castShadowNodeis defined?There was a problem hiding this comment.
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For now, yes. But your question made me rethink a few things.
This hasn't been implemented in the PBR yet; it should be eventually. The concept of colored shadows should be replaced by light transmission.
I think we could consider a more suitable name in this sense, if we consider that there is no colored shadow in the physically-based sense, but rather the transmission of light and the tint due to its color interference.
Should this be called
shadowMap.transmitted?There was a problem hiding this comment.
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Shadows are the absence of light in three.js, as they are in the real world.
On a related note,
light.shadow.intensity = 0.5is a hack that, in effect, allows light to transmit through the object, brightening (and potentially tinting) the shadow. This property works without settingrenderer.shadowMap.colored = true.There was a problem hiding this comment.
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Yes, it's no different from what is stated here.
The term
transmittedshould imply that the shadow should somehow consider the transmission of light in non-opaque materials.