Optionaldirection: Vector3Optionalintensity: numberOptionaldiffuse: stringOptionalspecular: stringOptionalshadowGeneratorMapSize: numberOptionalenableShadows: booleanOptionalshadowDarkness: numberOptionalshadowUsePercentageCloserFiltering: booleanOptionalshadowContactHardeningLightSizeUVRatio: numberOptionalshadowBias: numberOptionalshadowNormalBias: numberOptionalshadowMaxZ: numberOptionalshadowMinZ: numberOptionalshadowRefreshRate: numberThe direction the light travels in; [-100, -100, -100] shines down and diagonally, and
only the direction matters, not the length
Brightness as a plain factor, 1 being full strength
Hex color of the light on surfaces
Hex color of the highlights the light makes on shiny surfaces
OptionalshadowResolution of the shadow map in pixels; higher gives sharper shadows at more GPU cost
OptionalenableWhen true, the light casts shadows from every mesh in the scene
OptionalshadowHow light the shadows are, from 0 for fully dark to 1 for invisible
When true, shadow edges are softened by sampling the map several times
When true, transparent parts of meshes let light through the shadow, which Gaussian splats need
How much shadow edges blur with distance from the caster when filtering is on; larger blurs more
Small depth offset that stops surfaces from shadowing themselves in stripes; raise it if stripes appear
Extra offset along surface normals against self-shadowing, in scene units
The farthest distance from the light that shadows are computed for, in scene units
The nearest distance from the light that shadows are computed for, in scene units
How often the shadow map is redrawn: 1 every frame, 0 once only, 2 every second frame
Feeds
babylon.scene.drawDirectionalLight: the direction the sun-like light shines in, its colors and brightness and the shadow settings.