MeshLambertMaterial makes no distinction on source of shadow.

The Lambert shader does not distinguishing between light sources for creating shadows, thus any light that creates a shadow blocks all lights in that area.

Exactly like the old issue with Phong materials, which has been fixed:
“Shadows should be applied only to shadow casting light.”

Here’s a screenshot of the Lambert and Phong materials and their shadows from two light sources, red and green:

The code:

Three.js version



Tested in Chrome only.


Tested on Windows only.

Hardware Requirements (graphics card, VR Device, …)

Running on GTX970.

Author: Fantashit

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