v3d.CullFaceNone
v3d.CullFaceBack
v3d.CullFaceFront
v3d.CullFaceFrontBack
CullFaceNone disables face culling.
CullFaceBack culls back faces (default).
CullFaceFront culls front faces.
CullFaceFrontBack culls both front and back faces.
v3d.BasicShadowMap
v3d.PCFShadowMap
v3d.PCFSoftShadowMap
v3d.VSMShadowMap
v3d.ESMShadowMap
v3d.PCFShadowMapPoissonDisk
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 additional bilinear softening.
VSMShadowMap filters shadow maps using the Variance Shadow Map (VSM) algorithm. When using VSMShadowMap all shadow receivers will also cast shadows.
ESMShadowMap uses Exponential Shadow Mapping (ESM) algorithm with Gaussian blur softening.
PCFShadowMapPoissonDisk filters shadow maps using the
Percentage-Closer Filtering (PCF) algorithm with additional softening by using a randomly rotated Poisson disk.
v3d.NoToneMapping
v3d.LinearToneMapping
v3d.ReinhardToneMapping
v3d.CineonToneMapping
v3d.ACESFilmicToneMapping
v3d.CustomToneMapping
v3d.LogarithmicMaxToneMapping
v3d.PhysicalMaxToneMapping
v3d.FilmicBlenderToneMapping
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.
v3d.LinearToneMapping, v3d.ReinhardToneMapping, v3d.CineonToneMapping and v3d.ACESFilmicToneMapping are built-in implementations of tone mapping. v3d.CustomToneMapping expects a custom implementation by modyfing GLSL code of the material's fragment shader. See the WebGL / tonemapping example.
For more info on how to obtain the source code of this module see this page.