[page:Object3D] → [page:Light] →
		[name]
		
			Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].
		
		Example
		[example:canvas_morphtargets_horse morphtargets / horse ]
		[example:misc_controls_fly controls / fly ]
		[example:misc_lights_test lights / test ]
		[example:vr_cubes cubes ]
		[example:webgl_effects_parallaxbarrier effects / parallaxbarrier ]
		[example:webgl_effects_stereo effects / stereo ]
		[example:webgl_geometry_extrude_splines geometry / extrude / splines ]
		[example:webgl_materials_bumpmap materials / bumpmap ]
		[example:webgl_materials_cubemap_balls_reflection materials / cubemap / balls / reflection ]
		// White directional light at half intensity shining from the top.
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
directionalLight.position.set( 0, 1, 0 );
scene.add( directionalLight );
		Constructor
		[name]([page:Integer hex], [page:Float intensity])
		
		[page:Integer hex] -- Numeric value of the RGB component of the color. 
		[page:Float intensity] -- Numeric value of the light's strength/intensity.
		
		
		Creates a light that shines from a specific direction not from a specific position.  This light will behave
		as though it is infinitely far away and the rays produced from it are all parallel.  The best
		analogy would be a light source that acts like the sun: the sun is so far away that all sunlight
		hitting objects comes from the same angle.
		
		Properties
		[property:Object3D target]
		
			Target used for shadow camera orientation.
		
		[property:Float intensity]
		
			Light's intensity.
			Default — *1.0*.
		
		[property:Boolean onlyShadow]
		
			If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).
			Default — *false*.
		
		[property:Boolean castShadow]
		
			If set to true light will cast dynamic shadows. Warning: This is expensive and requires tweaking to get shadows looking right.
			Default — *false*.
		
		[property:Float shadowCameraNear]
		
			Orthographic shadow camera frustum parameter.
			Default — *50*.
		
		[property:Float shadowCameraFar]
		
			Orthographic shadow camera frustum parameter.
			Default — *5000*.
		
		[property:Float shadowCameraLeft]
		
			Orthographic shadow camera frustum parameter.
			Default — *-500*.
		
		[property:Float shadowCameraRight]
		
			Orthographic shadow camera frustum parameter.
			Default — *500*.
		
		[property:Float shadowCameraTop]
		
			Orthographic shadow camera frustum parameter.
			Default — *500*.
		
		[property:Float shadowCameraBottom]
		
			Orthographic shadow camera frustum parameter.
			Default — *-500*.
		
		[property:Boolean shadowCameraVisible]
		
			Show debug shadow camera frustum.
			Default — *false*.
		
		[property:Float shadowBias]
		
			Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.
			Default — *0*.
		
		[property:Integer shadowMapWidth]
		
			Shadow map texture width in pixels.
			Default — *512*.
		
		[property:Integer shadowMapHeight]
		
			Shadow map texture height in pixels.
			Default — *512*.
		
		[property:Vector2 shadowMapSize]
		
			The shadowMapWidth and shadowMapHeight stored in a [page:Vector2 THREE.Vector2]. Set internally during rendering.
		
		[property:OrthographicCamera shadowCamera]
		
			The shadow's view of the world. Computed internally during rendering from the shadowCamera* settings.
		
		[property:Matrix4 shadowMatrix]
		
			Model to shadow camera space, to compute location and depth in shadow map. Computed internally during rendering.
		
		[property:WebGLRenderTarget shadowMap]
		
		    The depth map generated using the shadowCamera; a location beyond a pixel's depth is in shadow. Computed internally during rendering.
		
		Methods
		[method:DirectionalLight clone]()
		
		It returns a clone of DirectionalLight.
		
		[method:JSON toJSON]()
		
		Return DirectionalLight data in JSON format.
		
		Source
		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]