[page:Object3D] → [page:Light] →

# [name]

Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].

## Example

`// White directional light at half intensity shining from the top. var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 ); directionalLight.position.set( 0, 1, 0 ); scene.add( directionalLight );`

## Constructor

### [name]( [page:Float hex], [page:Float intensity], [page:Float distance] )

## Properties

### .[page:Vector3 position]

Direction of the light is normalized vector from *position* to *(0,0,0)*.
Default — *new THREE.Vector3()*.

### .[page:Object3D target]

Target used for shadow camera orientation.

### .[page:Float intensity]

Light's intensity.
Default — *1.0*.

### .[page:Float distance]

If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.
Default — *0.0*.

### .[page:Boolean castShadow]

If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right.
Default — *false*.

### .[page:Boolean onlyShadow]

If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).
Default — *false*.

### .[page:Float shadowCameraNear]

Orthographic shadow camera frustum parameter.
Default — *50*.

### .[page:Float shadowCameraFar]

Orthographic shadow camera frustum parameter.
Default — *5000*.

### .[page:Float shadowCameraLeft]

Orthographic shadow camera frustum parameter.
Default — *-500*.

### .[page:Float shadowCameraRight]

Orthographic shadow camera frustum parameter.
Default — *500*.

### .[page:Float shadowCameraTop]

Orthographic shadow camera frustum parameter.
Default — *500*.

### .[page:Float shadowCameraBottom]

Orthographic shadow camera frustum parameter.
Default — *-500*.

### .[page:Boolean shadowCameraVisible]

Show debug shadow camera frustum.
Default — *false*.

### .[page:Float shadowBias]

Shadow map bias.
Default — *0*.

### .[page:Float shadowDarkness]

Darkness of shadow casted by this light (from *0* to *1*).
Default — *0.5*.

### .[page:Integer shadowMapWidth]

Shadow map texture width in pixels.
Default — *512*.

### .[page:Integer shadowMapHeight]

Shadow map texture height in pixels.
Default — *512*.

### .[page:Boolean shadowCascade]

???
Default — *false*.

### .[page:Vector3 shadowCascadeOffset]

???
Default — *Three.Vector3( 0, 0, -1000 )*.

### .[page:Integer shadowCascadeCount]

???
Default — *2*.

### .[page:Array shadowCascadeBias]

???
Default — [ 0, 0, 0 ].

### .[page:Array shadowCascadeWidth]

???
Default — [ 512, 512, 512 ].

### .[page:Array shadowCascadeHeight]

???
Default — [ 512, 512, 512 ].

### .[page:Array shadowCascadeNearZ]

???
Default — [ -1.000, 0.990, 0.998 ].

### .[page:Array shadowCascadeFarZ]

???
Default — [ 0.990, 0.998, 1.000 ].

### .[page:Array shadowCascadeArray]

???
Default — [ ].

### .[page:RenderTarget shadowMap]

???
Default — *null*.

### .[page:Integer shadowMapSize]

???
Default — *null*.

### .[page:Camera shadowCamera]

???
Default — *null*.

### .[page:Matrix shadowMatrix]

???
Default — *null*.

## Source

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