Base parameters for the maximum number of lights to use when creating a GPUCameraRenderer.

interface GPUCameraRendererLightParams {
    maxAmbientLights?: number;
    maxDirectionalLights?: number;
    maxPointLights?: number;
    maxSpotLights?: number;
    useUniformsForShadows?: boolean;
}

Properties

maxAmbientLights?: number

Maximum number of AmbientLight to use. Default to 2.

maxDirectionalLights?: number

Maximum number of DirectionalLight to use. Default to 5.

maxPointLights?: number

Maximum number of PointLight to use. Default to 5.

maxSpotLights?: number

Maximum number of SpotLight to use. Default to 5.

useUniformsForShadows?: boolean

Whether to use uniform instead of storage binding type for the shadows bindings. In some case, for example when using models with skinning or morph targets, the maximum number of storage bindings can be reached in the vertex shader. This allows to bypass this limit by switching the shadows binding from storage to uniforms, but restrict the flexibility by removing the ability to overflow lights. Default to false.