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threejs-lighting

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CloudAI-X/threejs-skills/skills/threejs-lighting
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💡 摘要

一份关于在 Three.js 中实现和配置各种光源类型、阴影和环境贴图的综合指南与代码库。

🎯 适合人群

Three.js 初学者3D 网页开发者创意编程者技术美术游戏开发学习者

🤖 AI 吐槽:它照亮了一切,唯独没照亮如何让学习过程不那么像翻阅枯燥的手册。

安全分析低风险

风险:通过 `RGBELoader` 和 `CubeTextureLoader` 加载外部 HDR/立方体贴图文件,如果 URL 由用户提供,会带来网络访问和供应链风险。缓解措施:严格验证和清理所有输入的文件路径/URL;考虑使用内容安全策略 (CSP)。


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

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.

// 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.

// 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).

// 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

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.

// 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

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.

// 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

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.

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

// 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

// 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)

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

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.

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

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.

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

// 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

五维分析
清晰度8/10
创新性4/10
实用性9/10
完整性9/10
可维护性8/10
优缺点分析

优点

  • 全面覆盖所有 Three.js 光源类型。
  • 提供可立即使用的实用代码片段。
  • 清晰的性能和优化指导。
  • 包含 IBL 和光照探针等高级主题。

缺点

  • 缺乏交互式示例或实时演示。
  • 没有 Three.js 版本兼容性说明。
  • 主要是参考资料,而非循序渐进的教程。
  • 假设用户已有 Three.js 场景设置知识。

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