Trouble Getting Particle Rotation for Fake dynamic lighting (4-way light map input)

Hey guys I’m having trouble with a fake 4-way lighting setup for my particles. I’m grabbing the AtmosphericLightVector, and based on a 4-way light mask for my cloud I’m lighting the clouds based on that light direction. All is good until I rotate my particles. If I could pass through my particle rotation and subtract that I imagine I could get the lighting to stay consistent (on one side, or the other) as opposed to it always just being lit based on the texture coordinates.

Any ideas how I could somehow get my particles to react correctly to the lighting direction of my direction light, while also being able to orient them randomly?

Any examples would be appreciated. Thanks guys.