WebGLRenderer Constants
Cull Face Modes
THREE.CullFaceNone THREE.CullFaceBack THREE.CullFaceFront
THREE.CullFaceFrontBack
CullFaceNone disables face culling.
CullFaceBack culls back faces (default).
CullFaceFront culls front faces.
CullFaceFrontBack culls both front and back faces.
Shadow Types
THREE.BasicShadowMap THREE.PCFShadowMap THREE.PCFSoftShadowMap
THREE.VSMShadowMap
These define the WebGLRenderer's shadowMap.type property.
BasicShadowMap gives unfiltered shadow maps - fastest, but lowest
quality.
PCFShadowMap filters shadow maps using the Percentage-Closer Filtering
(PCF) algorithm (default).
PCFSoftShadowMap filters shadow maps using the Percentage-Closer
Filtering (PCF) algorithm with better soft shadows especially when using low-
resolution shadow maps.
VSMShadowMap filters shadow maps using the Variance Shadow Map (VSM)
algorithm. When using VSMShadowMap all shadow receivers will also cast
shadows.
Tone Mapping
THREE.NoToneMapping THREE.LinearToneMapping THREE.ReinhardToneMapping
THREE.CineonToneMapping THREE.ACESFilmicToneMapping THREE.CustomToneMapping
These define the WebGLRenderer's toneMapping property. This is used to approximate the appearance of high dynamic range (HDR) on the low dynamic range medium of a standard computer monitor or mobile device's screen.
THREE.LinearToneMapping, THREE.ReinhardToneMapping, THREE.CineonToneMapping and THREE.ACESFilmicToneMapping are built-in implementations of tone mapping. THREE.CustomToneMapping expects a custom implementation by modyfing GLSL code of the material's fragment shader. See the [example:webgl_tonemapping WebGL / tonemapping] example.