Material: control light on a object without Emissive

Hello,

Thanks for your answer.

I want to be able to have full control over the shadow and light sides of the material, if I use Base Color, the shadow side will be effected by the standard calculated light.

So all in all, I want to have the global calculations of shadows falling on the object (from other objects), but I want to control the local calculations in the vertex part of the shader where unreal uses “surface” calculations