This is used internally by [page:DirectionalLight DirectionalLights] for calculating shadows.
			Unlike the other shadow classes, this uses an [page:OrthographicCamera] to calculate the shadows,
			rather than a [page:PerspectiveCamera]. This is because light rays from a [page:DirectionalLight]
			are parallel.
		
		//Create a WebGLRenderer and turn on shadows in the renderer
		const renderer = new THREE.WebGLRenderer();
		renderer.shadowMap.enabled = true;
		renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
		//Create a DirectionalLight and turn on shadows for the light
		const light = new THREE.DirectionalLight( 0xffffff, 1 );
		light.position.set( 0, 1, 0 ); //default; light shining from top
		light.castShadow = true; // default false
		scene.add( light );
		//Set up shadow properties for the light
		light.shadow.mapSize.width = 512; // default
		light.shadow.mapSize.height = 512; // default
		light.shadow.camera.near = 0.5; // default
		light.shadow.camera.far = 500; // default
		//Create a sphere that cast shadows (but does not receive them)
		const sphereGeometry = new THREE.SphereGeometry( 5, 32, 32 );
		const sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
		const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
		sphere.castShadow = true; //default is false
		sphere.receiveShadow = false; //default
		scene.add( sphere );
		//Create a plane that receives shadows (but does not cast them)
		const planeGeometry = new THREE.PlaneGeometry( 20, 20, 32, 32 );
		const planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
		const plane = new THREE.Mesh( planeGeometry, planeMaterial );
		plane.receiveShadow = true;
		scene.add( plane );
		//Create a helper for the shadow camera (optional)
		const helper = new THREE.CameraHelper( light.shadow.camera );
		scene.add( helper );
		
		Creates a new [name]. This is not intended to be called directly - it is called internally by [page:DirectionalLight].
See the base [page:LightShadow LightShadow] class for common properties.
			The light's view of the world. This is used to generate a depth map of the scene; objects behind
			other objects from the light's perspective will be in shadow.
			The default is an [page:OrthographicCamera] with [page:OrthographicCamera.left left] and
			[page:OrthographicCamera.bottom bottom] set to -5,  [page:OrthographicCamera.right right]
			and [page:OrthographicCamera.top top] set to 5, the [page:OrthographicCamera.near near]
			clipping plane at 0.5 and the [page:OrthographicCamera.far far] clipping plane at 500.
		
Read-only flag to check if a given object is of type [name].
See the base [page:LightShadow LightShadow] class for common methods.
[link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]