Shadows are greatly improved for
MeshPhongMaterial. However, shadows are very dark. It has been suggested that all one has to do is add
AmbientLight to the scene to accommodate. Although that does brighten the shadowed areas, it also brightens everywhere else.
I propose a new property:
THREE.LightShadow.intensity which takes values in [ 0, 1 ].
darkness, as IMHO it is less confusing. (What does shadow darkness of 1 mean?)
I see that Unity has shadow ‘strength’, which I believe is the same thing.
Here is a three.js hack to show it in action.
Note that shadows for
MeshLambertMaterial are not currently correct, and they are not correct in this hack of three.js, either.