I’ve recently been trying to look in depth at various kinds of mapping used in game engines and I have some questions about shadow maps. Originally I thought these were the maps that had shadows baked into them but I realized that those were light maps which are used for static lighting. What are the six shadow maps in a material editor then? Are these somehow reserved for a particular light in game? Do these correspond to +x -x +y etc orthographic views somehow? If you are baking on shadows from these orthographic views, why not just do it via a light map? My current understanding of shadow mapping is that a scene is basically rendered from a lights point of view as to tell what objects will have that light’s light shown upon it. This process would run every time a frame was rendered out as to allow for lights to move around and objects to move etc. This is why I am confused as to why you can actually assign images to these sections. Can someone please clear up this topic for me?
Thank you in advance