BasicPointShadowFilter
A basic shadow filtering function for point lights (PointLight). It performs a single depth-compare sample on the point light’s cubemap shadow map and returns a 0 or 1 shadow factor, yielding sharp, unblurred hard-edged shadows.
Core Advantages
Optimal performance and deterministic behavior: single sample, no PCF/blur, convenient for debugging point-light shadows and bias settings.
Common Uses
Hard-edged point-light shadows in stylized or toon rendering
Point-light shadows on mobile or in performance-constrained scenes
Baseline for implementing and debugging advanced point-light soft-shadow algorithms (PCF/PCSS/VSM)
How to adjust
This function has no adjustable parameters. Visual artifacts (e.g., “shadow acne”, “Peter Pan effect”) are handled by tuning `light.shadow.bias` and `light.shadow.normalBias`; sharpness depends on `light.shadow.mapSize`. To soften edges, use PCFSoftShadowFilter or another soft-shadow method.
Code Examples
1// 'shadowMap' is the ShadowMapNode instance for the point light
2const shadowFactor = BasicPointShadowFilter( shadowMap );
3
4// Apply the shadow factor
5material.colorNode = baseColor.mul( shadowFactor );