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threejs-lighting

Three.js lighting - light types, shadows, environment lighting. Use when adding lights, configuring shadows, setting up IBL, or optimizing lighting performance.

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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

LightDescriptionShadow SupportCost
AmbientLightUniform everywhereNoVery Low
HemisphereLightSky/ground gradientNoVery Low
DirectionalLightParallel rays (sun)YesLow
PointLightOmnidirectional (bulb)YesMedium
SpotLightCone-shapedYesMedium
RectAreaLightArea 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

// Sun
const sun = new THREE.DirectionalLight(0xffffcc, 1.5);
sun.position.set(50, 100, 50);
sun.castShadow = true;
scene.add(sun);

// Sky ambient
const hemi = new THREE.HemisphereLight(0x87ceeb, 0x8b4513, 0.6);
scene.add(hemi);

Indoor Studio

// Multiple area lights
RectAreaLightUniformsLib.init();

const light1 = new THREE.RectAreaLight(0xffffff, 5, 2, 2);
light1.position.set(3, 3, 3);
light1.lookAt(0, 0, 0);
scene.add(light1);

const light2 = new THREE.RectAreaLight(0xffffff, 3, 2, 2);
light2.position.set(-3, 3, 3);
light2.lookAt(0, 0, 0);
scene.add(light2);

// Ambient fill
const ambient = new THREE.AmbientLight(0x404040, 0.2);
scene.add(ambient);

Light Animation

const clock = new THREE.Clock();

function animate() {
  const time = clock.getElapsedTime();

  // Orbit light around scene
  light.position.x = Math.cos(time) * 5;
  light.position.z = Math.sin(time) * 5;

  // Pulsing intensity
  light.intensity = 1 + Math.sin(time * 2) * 0.5;

  // Color cycling
  light.color.setHSL((time * 0.1) % 1, 1, 0.5);

  // Update helpers if using
  lightHelper.update();
}

Performance Tips

  1. Limit light count: Each light adds shader complexity
  2. Use baked lighting: For static scenes, bake to textures
  3. Smaller shadow maps: 512-1024 often sufficient
  4. Tight shadow frustums: Only cover needed area
  5. Disable unused shadows: Not all lights need shadows
  6. Use light layers: Exclude objects from certain lights
// Light layers
light.layers.set(1); // Light only affects layer 1
mesh.layers.enable(1); // Mesh is on layer 1
otherMesh.layers.disable(1); // Other mesh not affected

// Selective shadows
mesh.castShadow = true;
mesh.receiveShadow = true;
decorMesh.castShadow = false; // Small objects often don't need to cast

See Also

  • threejs-materials - Material light response
  • threejs-textures - Lightmaps and environment maps
  • threejs-postprocessing - Bloom and other light effects

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