This is the approach I’ve been doing to further customize things. But I’m still locked into the world’s sun light direction.
If I understood in your reply, I should be able to drive XYZ values from the RGB channels of a (thingie).
I also tried to figure out if I need a scene BP to use “get unit direction”, output a vector and use that as a variable in the material shader as the custom vector.
Yeah, I get that I don’t really need a light, just to math out 2 object’s positions in regards of each other, dot product it, normalize it and then (plug it where in the shader)? That’s the part I’m confused about. I can certainly limit (stylize) the shadow in a custom RGB channel (let’s imagine in Green channel), but then I don’t know how to add that vector into the shader itself (is it emission, roughness?). Maybe I am not picking the correct Material (it should be always unlit, and a fake vector gives the shadow mask it’s orientation in object’s VertexNormalsWS?)
Please elaborate a little bit more over the points you mentioned + my questions above.
Thank you.