[page:Object3D] → [page:Light] →
		[name]
		A point light that can cast shadow in one direction.
		
		Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].
		Example
		[example:webgl_interactive_cubes_gpu interactive / cubes / gpu ]
		[example:webgl_interactive_draggablecubes interactive / draggablecubes ]
		[example:webgl_materials_bumpmap_skin materials / bumpmap / skin ]
		[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]
		[example:webgl_morphtargets_md2 morphtargets / md2 ]
		[example:webgl_shading_physical shading / physical ]
		
		
		// white spotlight shining from the side, casting shadow
		var spotLight = new THREE.SpotLight( 0xffffff );
		spotLight.position.set( 100, 1000, 100 );
		spotLight.castShadow = true;
		spotLight.shadowMapWidth = 1024;
		spotLight.shadowMapHeight = 1024;
		spotLight.shadowCameraNear = 500;
		spotLight.shadowCameraFar = 4000;
		spotLight.shadowCameraFov = 30;
		scene.add( spotLight );
		
		
		[example:webgl_materials_bumpmap materials / bumpmap]
		[example:webgl_shading_physical shading / physical]
		[example:webgl_shadowmap shadowmap]
		[example:webgl_shadowmap_viewer shadowmap / performance]
		[example:webgl_shadowmap_viewer shadowmap / viewer]
		
		Constructor
		[name]([page:Integer hex], [page:Float intensity], [page:Float distance], [page:Radians angle], [page:Float exponent], [page:Float decay])
		
		[page:Integer hex] — Numeric value of the RGB component of the color. 
		[page:Float intensity] — Numeric value of the light's strength/intensity. 
		[page:Float distance] -- Maximum distance from origin where light will shine whose intensity is attenuated linearly based on distance from origin. 
		[page:Radians angle] -- Maximum angle of light dispersion from its direction whose upper bound is Math.PI/2.
		[page:Float exponent] -- Rapidity of the falloff of light from its target direction.
		[page:Float decay] -- The amount the light dims along the distance of the light.
		
		Properties
		[property:Object3D target]
		
			Spotlight focus points at target.position.
			Default position — *(0,0,0)*.
		
	
		[property:Float intensity]
		
			Light's intensity.
			Default — *1.0*.
		
	
		[property:Float distance]
		
			If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.
			Default — *0.0*.
		
	
		[property:Float angle]
		
			Maximum extent of the spotlight, in radians, from its direction. Should be no more than *Math.PI/2*.
			Default — *Math.PI/3*.
		
	
		[property:Float exponent]
		
			Rapidity of the falloff of light from its target direction. A lower value spreads out the light, while a higher
			focuses it towards the center.
			Default — *10.0*.
		
		
		[property:Float decay]
		
			The amount the light dims along the distance of the light
			Default — *1*.
		
	
		[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: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:Float shadowCameraNear]
		
			Perspective shadow camera frustum near parameter.
			Default — *50*.
		
		[property:Float shadowCameraFar]
		
			Perspective shadow camera frustum far parameter.
			Default — *5000*.
		
		[property:Float shadowCameraFov]
		
			Perspective shadow camera frustum field of view parameter.
			Default — *50*.
		
		
		[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:PerspectiveCamera 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:SpotLight clone]()
		
		
		It returns a clone of SpotLight.
		
		
		[method:JSON toJSON]()
		
		Return SpotLight data in JSON format.
		
		Source
		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]