创建一个模拟追踪着灯光的镜头光晕。 [name] can only be used when setting the *alpha* context parameter of [page:WebGLRenderer] to *true*.
const light = new THREE.PointLight( 0xffffff, 1.5, 2000 );
const textureLoader = new THREE.TextureLoader();
const textureFlare0 = textureLoader.load( "textures/lensflare/lensflare0.png" );
const textureFlare1 = textureLoader.load( "textures/lensflare/lensflare2.png" );
const textureFlare2 = textureLoader.load( "textures/lensflare/lensflare3.png" );
const lensflare = new Lensflare();
lensflare.addElement( new LensflareElement( textureFlare0, 512, 0 ) );
lensflare.addElement( new LensflareElement( textureFlare1, 512, 0 ) );
lensflare.addElement( new LensflareElement( textureFlare2, 60, 0.6 ) );
light.add( lensflare );
[example:webgl_lensflares WebGL / lensflares]
[page:Texture texture] - 用于光晕的THREE.Texture(贴图)
[page:Float size] - (可选)光晕尺寸(单位为像素)
[page:Float distance] - (可选)和光源的距离值在0到1之间(值为0时在光源的位置)
[page:Color color] - (可选)光晕的([page:Color])颜色
请参阅其基类[page:Mesh]来了解共有属性。
[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Lensflare.js examples/jsm/objects/Lensflare.js]