Hello, would this be possible? before looking into the source code and the structure, I would like to know if there would be any issues with this feature: test the per light shadow maps against the fragment depth, and let the users access an is_shadowed boolean result through a node (with a light selector).
My motivation is, for example, to make fake volumetric effects for lights that are also dynamically occluded instead of being static: e.g. a surface resembling the cone of light with an alpha blended texture and an emissive shader, which is cheaper and easier to stylize than actual volumetric shading. This effect could be achieved with vertex or texture paint right now, provided the occluding geometry is static, but I wanted a more general solution to this problem.