In this tutorial, we are going to learn how to create shadows in Babylon JS. Shadows are now becoming dynamic, and they are now dynamically generated depending upon a light. You might want to visit the playground scene for this tutorial.

How can I do this ?

Shadows are easy to generate using the babylon.js “ShadowGenerator”. This function uses a shadow map: a map of your scene generated from the light’s point of view.

The two parameters used by the shadow generator are: the size of the shadow map, and which light is used for the shadow map's computation.

var shadowGenerator = new BABYLON.ShadowGenerator(1024, light);

Next, you have to define which shadows will be rendered. Here we want the shadow of our torus, but you can “push” any meshes you want:


And finally, you will have to define where the shadows will be displayed... by setting a mesh parameter to true:

ground.receiveShadows = true;

Soft shadows

If you want to go further, you can activate shadows filtering in order to create better looking shadows by removing the hard edges.

There are three filters available:

Poisson sampling

shadowGenerator.usePoissonSampling = true;

If you set this one to true, Variance shadow maps will be disabled. This filter uses Poisson sampling to soften shadows. The result is better, but slower.

Exponential shadow map

shadowGenerator.useExponentialShadowMap = true;

It is true by default, because it is useful to decrease the aliasing of the shadow. But if you want to reduce computation time, feel free to change it. You can also control how the exponential shadow map scales depth values by changing the shadowGenerator.depthScale. By default the value is 30.0 but you may want to change it if the depth scale of your world (the distance between minZ and MaxZ) is small.

Blur exponential shadow map

shadowGenerator.useBlurExponentialShadowMap = true;

This is the better soften shadow filter but the slower as well. It uses blurred exponential shadow map.

The quality of the blur is defined by two properties:

  • shadowGenerator.blurScale: Define the scale used to downscale the shadow map before applying the blur postprocess. By default, the value is 2
  • shadowGenerator.blurBoxOffset: Define the offset of the box's edge used to apply the blur. By default, the value is 1 (Meaning the box will go from -1 to 1 in bot direction resulting in 9 values read by the blur postprocess).


You can find a live example here: http://www.babylonjs-playground.com/#20FROK#2 -

Please find here pictures of various filters used with a spot light:

Hard shadows

No filter


Poisson sampling


Exponential Shadow Map


Blur Exponential Shadow Map


Keep in mind that this shadow generator can only be used with one light. If you want to generate shadows from another light, then you will need to create another shadow generator.

Only point, directional and spot lights can cast shadows.

Point lights

Point lights use cubemaps rendering so please be cautious when enabling them as this could lead to some performance issues. You can also visit the point light shadow map playground scene -

Furthermore BlurExponentialShadowMap is not supported by point lights (mostly because blurring the six faces of the cubemap would be too expensive).

Spot lights

Spot lights use perspective projection to compute the shadow map.

Directional lights

Directional lights use orthogonal projection. Light's position is evaluated automatically for you to get the best shadow map possible. You can control this behavior by turning light.autoUpdateExtends off. You can control also the size of the projection window by modifying light.shadowOrthoScale (0.1 by default which means that the projection window is increase by 10% from the optimal size).

The light's position, as well as the positions of the mesh that you have pushed into the renderlist, determine where the shadows will appear.

Customizing the projection matrix

All lights need to provide a projection matrix to shadow generators in order to build the shadow map. You can define your own version by setting light.customProjectionMatrixBuilder value:

light.customProjectionMatrixBuilder = function(viewMatrix: Matrix, renderList: Array<AbstractMesh>) {
    return BABYLON.Matrix.PerspectiveFovLH(angle, 1.0, activeCamera.minZ, this.shadowMaxZ);


Shadow mapping is a great technique but it is not perfect. Several parameters can be tweaked to help improving final rendering.


You may want to reduce shadow acne resulting from not precise enough shadow map. To do so, you can define the bias (which is 0.00005 by default).:

shadowGenerator.bias = 0.01;

Shadow generators compare the depth of every pixel with the depth of occluders (shadow casters) seen from the light point of view. As we are dealing with low precision textures (when supported Babylon.js will use float textures but low end devices only support int textures), you may want to boost the depth of occluders to facilitate self shadowing (An object casting shadows on itself).

Back face rendering

You can improve self shadowing issues by setting shadowGenerator.forceBackFacesOnly to true. This will force the shadow geneator to render back faces of your mesh to the shadow map. This can clearly improve the overall precision and reduce the need for a bias.

Improving the projection matrix

By default the projection matrix of a light use the minZ and maxZ of the main camera. But you may want to control it in order to get a more precise shadow map by reducing the distance between minZ and maxZ. To do so yu can set light.shadowMinZ and light.shadowMaxZ.

Here is a complete example: http://www.babylonjs-playground.com/#1CXNXC#4 -

We did the following change to get a nice soft self-shadowing rendering:

  • Reduced the distance between MinZ and MaxZ
  • Increased the bias a bit to fight against shadow acne
  • Boost the depthScale to get more precision

The main idea is then to first reduce the distance between MinZ and MaxZ and at the same time increment the depthScale (you will have to experiment to find values that best suit your needs).

Next step

Now that you are becoming a real professional about Babylon.js, maybe it’s time to go deeper into the code to manipulate complex shaders, mesh, or textures. Our home menu for our wiki is your portal to many advanced topics. You can also participate in this project by going to our Github page: https://github.com/BabylonJS/Babylon.js and also by participating in our very active forum: http://www.html5gamedevs.com/forum/16-babylonjs. See you there.