Normal Dot selection in Materials?

Hello!
I am looking for a feature in Unreal like this in Blender:

260970-unbenannt.jpg

I have looked in google but i dont know any more words to describe this effect.
Basically you choose a direction of a spherical mask on a spherical mesh which you then can use to shadow a sphere from one side.

Thanks!

Thanks! VertexNormalWS does work for me:

Actually no, it was the RadialGradientExpotencial :smiley:

Dot(N, L)

Which means simple Dot operation between two vectors Normal and LightVector. As normal you can use VertexNormalWS or Normal map texture transformed from tangent to world. Light vector can be any vector3 parameter.