How models form self-shadow in MeshToonMaterial?

Hi,
I used ShadowMesh to generate a shadow of the model on the ground, but the model itself partially occluded another part without any shadow, as if it were light passing through
I expect it is, (using Cocos engine)

,
but I get this

I have already used cast Shadow and receive Shadow, but they have not taken effect, and render has also been set to shadowMap.exe enabled.

Might be related to the camera near/far setting, and/or shadowmap.bias ?

Make sure your camera near is as big as you can get it but still be functional… and your Far as small / tight as possible on the scene content… this maximises the precision you have available in your depth buffer.

Try changing the shadowMap bias by + or - some small numbers like .001 or -.001 and see if it goes all dark… and find the sweet spot…

If none of this does anything, then maybe your toon/cel shader just doesn’t have shadowing implemented?

sorry,I found the reason. That’s because I import two Three.js versions, and anothor npm application link to old version.