Sorry for the late reply, but I’m taking a look at this article (Through The Wayback Machine) since I’ve been working on trying to recreate a shadow mapping system using render targets on unlit materials, and I’m wondering what the math on the directional lights look like.
At least when I try and use an orthographic camera, my issue is trying to find the right positioning to cover the whole level (or at least where the camera is currently located). Simply trying to put the light in the center and then putting the render target’s output into the material causes the shaded part to not appear in the correct place.
I just don’t see much good Unreal specific documentation on how to approach this issue.
