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[page:Material] → [page:ShaderMaterial] →
<h1>阴影材质([name])</h1>
<p class="desc">
此材质可以接收阴影,但在其他方面完全透明。
</p>
<h3>例子(Example)</h3>
[example:webgl_geometry_spline_editor geometry / spline / editor]
<code>
var planeGeometry = new THREE.PlaneGeometry( 2000, 2000 );
planeGeometry.rotateX( - Math.PI / 2 );
var planeMaterial = new THREE.ShadowMaterial();
planeMaterial.opacity = 0.2;
var plane = new THREE.Mesh( planeGeometry, planeMaterial );
plane.position.y = -200;
plane.receiveShadow = true;
scene.add( plane );
</code>
<h2>构造函数(Constructor)</h2>
<h3>[name]( [param:Object parameters] )</h3>
<p> [page:Object parameters] - (可选)用于定义材质外观的对象,具有一个或多个属性。
材质的任何属性都可以从此处传入(包括从[page:Material] 和 [page:ShaderMaterial]继承的任何属性)。<br /><br />
</p>
<h2>属性(Properties)</h2>
<p>共有属性请参见其基类[page:Material]和[page:ShaderMaterial]。</p>
<h3>[property:Boolean isShadowMaterial]</h3>
<p> 用于检查此类或派生类是否为阴影材质。默认值为 *true*。<br /><br />
因为其通常用在内部优化,所以不应该更改该属性值。
</p>
<h3>[property:Boolean transparent]</h3>
<p>定义此材质是否透明。默认值为 *true*。</p>
<h2>方法(Methods)</h2>
<p>共有方法请参见其基类[page:Material]和[page:ShaderMaterial]。</p>
<h2>源码(Source)</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
</html>
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