Light makes right

intensity 0 – 1

set directional light

var light = new THREE.DirectionalLight( 0xFFFAAD, 0.7 );
light.position.set( 200, 500, 600 );
scene.add( light);

lignt.position.set( 2, 5, 6);
light.position.set( 0.02, 0.05, 0.06 );
scene.add( new THREE.AmbientLight( 0x222222));

var someMaterial = new THREE.MeshLamberMaterial( );
someMaterial.color.setRGB(0.8, 0.2, 0.1);
someMaterial.ambient.copy( someMaterial.color );
function render(){
	var delta = clock.getDelta();
	cameraControls.update(delta);

	render.render(scene, camera);
}
headlight = new THREE.PointLight( 0xFFFFFF, 1.0 );
scene.add( headlight );
color: full white
intensity: 1.5
location: -400, 1200, 300
angle: 20 degrees
exponent: 1
target position: 0, 200, 0
var light = new THREE.SpotLight( 0xFFFFFF, 1.0 );
light.position.set( -400, 1200, 300);
light.angle = 20 * Math.PI / 180;
light.exponent = 1;
light.target.position.set(0, 200, 0);
scene.add(light);

shadow in three.js

renderer.shadowMapEnabled = true;

spotlight.castShadow = true;
cube.castShadow = true;
cube.receiveShadow = true;

bbird.traverse( function (object){
	object.castShadow = ture;
	object.receiveShadow = true;
	});
light.position.x = Math.cos(
	effectController.angle * Math.PI/180.0 );
light.position.z = Math.sin(
	effectController.angle * Math.PI/180.0 );
light.position.y = Math.sin(effectController.altitude * Math.PI/180.0);

var length = Math.sqrt(1 - light.position.y*light.position.y);
light.position.x = length * Math.cos( effectController.azimuth * Math.PI/180.0);
light.position.z = length * Math.sin( effectController.azimuth * Math.PI/180.0);