JSFiddle - React, Tailwind, and code Playground
HTML
<script src="//cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
JavaScript
var camera, scene, renderer;
var geometry, material, mesh;
var hemiLight, dirLight;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
camera.position.z = 1;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xcccccc );
geometry = new THREE.BoxGeometry( 0.2, 0.2, 0.2 );
material = new THREE.MeshBasicMaterial( { color: 0xcccccc } );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.gammaInput = true;
renderer.gammaOutput = true; // <- if this option is true, it shows the problem I'm talking about.
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
document.body.appendChild( renderer.domElement );
// lights
var hemiLight = new THREE.HemisphereLight( 0xffffff, 0xffffff, 0.6 );
hemiLight.color.setHSL( 0.6, 1, 0.6 );
hemiLight.groundColor.setHSL( 0.095, 1, 0.75 );
hemiLight.position.set( 0, 50, 0 );
scene.add( hemiLight );
dirLight = new THREE.DirectionalLight( 0xffffff, 0.6 );
dirLight.color.setHSL( 0.1, 1, 0.95 );
dirLight.position.set( 1, 1.75, -1 );
dirLight.position.multiplyScalar( 30 );
scene.add( dirLight );
// setup directional shadow
var shadowMapDist = 100;
dirLight.castShadow = true;
dirLight.shadow.mapSize.width = 1024;
dirLight.shadow.mapSize.height = 1024;
dirLight.shadow.camera.left = -shadowMapDist;
dirLight.shadow.camera.right = shadowMapDist;
dirLight.shadow.camera.top = shadowMapDist;
dirLight.shadow.camera.bottom = -shadowMapDist;
dirLight.shadow.camera.far = 3500;
dirLight.shadow.bias = -0.00001;
}
function...