A light source positioned directly above the scene, with color fading from the
sky color to the ground color.
This light cannot be used to cast shadows.
const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 ); scene.add( light );
[example:webgl_lights_hemisphere lights / hemisphere ]
[example:misc_controls_pointerlock controls / pointerlock ]
[example:webgl_decals decals ]
[example:webgl_loader_collada_kinematics loader / collada / kinematics ]
[example:webgl_materials_lightmap materials / lightmap ]
[example:webgl_shaders_ocean shaders / ocean ]
[page:Integer skyColor] - (optional) hexadecimal color of the sky. Default is 0xffffff.
[page:Integer groundColor] - (optional) hexadecimal color of the ground. Default is 0xffffff.
[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.
Creates a new [name].
See the base [page:Light Light] class for common properties.
The light's sky color, as passed in the constructor. Default is a new [page:Color] set to white (0xffffff).
The light's ground color, as passed in the constructor. Default is a new [page:Color] set to white (0xffffff).
This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.
See the base [page:Light Light] class for common methods.
Copies the value of [page:.color color], [page:.intensity intensity] and [page:.groundColor groundColor] from the [page:Light source] light into this one.