constructor( mesh ) {

		const shadowMaterial = new MeshBasicMaterial( {

			color: 0x000000,
			transparent: true,
			opacity: 0.6,
			depthWrite: false,
			stencilWrite: true,
			stencilFunc: EqualStencilFunc,
			stencilRef: 0,
			stencilZPass: IncrementStencilOp

		} );

		super( mesh.geometry, shadowMaterial );

		/**
		 * This flag can be used for type testing.
		 *
		 * @type {boolean}
		 * @readonly
		 * @default true
		 */
		this.isShadowMesh = true;

		/**
		 * Represent the world matrix of the reference mesh.
		 *
		 * @type {Matrix4}
		 */
		this.meshMatrix = mesh.matrixWorld;

		/**
		 * Overwritten to disable view-frustum culling by default.
		 *
		 * @type {boolean}
		 * @default false
		 */
		this.frustumCulled = false;

		/**
		 * Overwritten to disable automatic matrix update. The local
		 * matrix is computed manually in {@link ShadowMesh#update}.
		 *
		 * @type {boolean}
		 * @default false
		 */
		this.matrixAutoUpdate = false;

	}
Constructs a new shadow mesh.

@param {Mesh} mesh - The shadow-casting reference mesh.