FIX:
I wrote it wrong… it´s not the line 952, sorry, I´m not sure if the shader file changed in the latest revisions or if I plainly wrote it wrong.
The simplest way to look at it is to understand it, and basically you can put the code right after the Emissive variable declaration, so after this line:
half3 Emissive = GetMaterialEmissive(PixelMaterialInputs);
you can paste the code, or before this line:
Color += Emissive;
BTW this “hack” does not work in all lighting cases, so the light has to be “Stationary” and the object that has to drop shadows has to be “movable”, this does not take into account baked shadows, probably making some more research this can be solved, but right now I don´t knwo how, it could be great if some UE4 guru jump into the conversation and help us all to figure this shader out because it is very important for Photogrammetry work.
Cheers!!!