# [name]

Serves as a base class for the other shadow classes.

## Constructor

### [name]( [param:Camera camera] )

[page:Camera camera] - the light's view of the world.
Create a new [name]. This is not intended to be called directly - it is used as a base class by other light shadows.

## Properties

### [property:Camera camera]

The light's view of the world. This is used to generate a depth map of the scene; objects behind other objects from the light's perspective will be in shadow.

### [property:Float bias]

Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.
The default is 0. Very tiny adjustments here (in the order of 0.0001) may help reduce artefacts in shadows

### [property:WebGLRenderTarget map]

The depth map generated using the internal camera; a location beyond a pixel's depth is in shadow. Computed internally during rendering.

### [property:WebGLRenderTarget mapPass]

The distribution map generated using the internal camera; an occlusion is calculated based on the distribution of depths. Computed internally during rendering.

### [property:Vector2 mapSize]

A [Page:Vector2] defining the width and height of the shadow map.
Higher values give better quality shadows at the cost of computation time. Values must be powers of 2, up to the [page:WebGLRenderer.capabilities].maxTextureSize for a given device, although the width and height don't have to be the same (so, for example, (512, 1024) is valid). The default is *( 512, 512 )*.

### [property:Matrix4 matrix]

Model to shadow camera space, to compute location and depth in shadow map. Stored in a [page:Matrix4 Matrix4]. This is computed internally during rendering.

### [property:Float radius]

Setting this to values greater than 1 will blur the edges of the shadow.
High values will cause unwanted banding effects in the shadows - a greater [page:.mapSize mapSize] will allow for a higher value to be used here before these effects become visible.
If [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer PCFSoftShadowMap], it is recommended to leave radius at 1 and increase softness by decreasing [page:.mapSize mapSize] instead.
Note that this has no effect if the [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer BasicShadowMap].

## Methods

### [method:Vector2 getFrameExtents]()

Used internally by the renderer to extend the shadow map to contain all viewports

### [method:null updateMatrices]( [param:Light light] )

Update the matrices for the camera and shadow, used internally by the renderer.
light -- the light for which the shadow is being rendered.

### [method:Frustum getFrustum]()

Gets the shadow cameras frustum. Used internally by the renderer to cull objects.

### [method:number getViewportCount]()

Used internally by the renderer to get the number of viewports that need to be rendered for this shadow.

### [method:LightShadow copy]( [param:LightShadow source] )

Copies value of all the properties from the [page:LightShadow source] to this Light.

### [method:LightShadow clone]()

Creates a new LightShadow with the same properties as this one.

### [method:Object toJSON]()

Serialize this LightShadow.

## Source

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