[page:LightShadow] →

# [name]

This is used internally by [page:SpotLight SpotLights] for calculating shadows.

## Example

`//Create a WebGLRenderer and turn on shadows in the renderer var renderer = new THREE.WebGLRenderer(); renderer.shadowMap.enabled = true; renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap //Create a SpotLight and turn on shadows for the light var light = new THREE.SpotLight( 0xffffff ); light.castShadow = true; // default false scene.add( light ); //Set up shadow properties for the light light.shadow.mapSize.width = 512; // default light.shadow.mapSize.height = 512; // default light.shadow.camera.near = 0.5; // default light.shadow.camera.far = 500 // default //Create a sphere that cast shadows (but does not receive them) var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 ); var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } ); var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial ); sphere.castShadow = true; //default is false sphere.receiveShadow = false; //default scene.add( sphere ); //Create a plane that receives shadows (but does not cast them) var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 ); var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } ) var plane = new THREE.Mesh( planeGeometry, planeMaterial ); plane.receiveShadow = true; scene.add( plane ); //Create a helper for the shadow camera (optional) var helper = new THREE.CameraHelper( light.shadow.camera ); scene.add( helper );`

## Constructor

The constructor creates a [param:PerspectiveCamera PerspectiveCamera] to manage the shadow's view of the world.

## Properties

See the base [page:LightShadow LightShadow] class for common properties.

### [property:Camera camera]

The light's view of the world. This is used to generate a depth map of the scene; objects behind other objects from the light's perspective will be in shadow.
The default is a [page:PerspectiveCamera] with [page:PerspectiveCamera.near near] clipping plane at 0.5. The [page:PerspectiveCamera.fov fov] will track the [page:SpotLight.angle angle] property of the owning [page:SpotLight SpotLight] via the [page:SpotLightShadow.update update] method. Similarly, the [page:PerspectiveCamera.aspect aspect] property will track the aspect of the [page:LightShadow.mapSize mapSize]. If the [page:SpotLight.distance distance] property of the light is set, the [page:PerspectiveCamera.far far] clipping plane will track that, otherwise it defaults to 500.

### [property:Boolean isSpotLightShadow]

Used to check whether this or derived classes are spot light shadows. Default is *true*.
You should not change this, as it used internally for optimisation.

## Methods

See the base [page:LightShadow LightShadow] class for common methods.

### [method:SpotLightShadow update]( [param:SpotLight light] )

Updates the internal perspective [page:.camera camera] based on the passed in [page:SpotLight light].

## Source

[link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]