effects.shadows¶
Summary¶
effects.shadows exposes the ShadowSystem that configures directional-light shadow maps. A visible mesh is included as a caster when castShadow is enabled. receiveShadow controls shadow sampling on supported StandardMaterial render paths; unlit and other unsupported materials do not receive directional shadows.
Syntax¶
Parameters¶
This read-only accessor does not take parameters.
Returns¶
ShadowSystem - The engine-owned directional shadow controller.
Type Details¶
Each WasmGPU instance owns one ShadowSystem. It holds global shadow-map settings and per-DirectionalLight configurations, and the renderer consumes that state automatically. WasmGPU.destroy() destroys the subsystem; applications should not destroy engine-owned GPU resources independently.
Enabling a light stores configuration but does not add it to a scene. A configured directional light receives a shadow-map layer only while it is present in the rendered scene and falls within maxViews.
Example¶
const sun = wgpu.createLight.directional({ direction: [-1, -2, -1] });
scene.addLight(sun);
wgpu.effects.shadows.enable(sun);