Hey Emre! I remember that project of yours! I used to test it back at the time
In one way or another afaik you will need six camera for each light source (for pointlights). i don't know if is there any other way.
Yes, it seems so... Shader workshop also says this:
Thus shadow mappers usually render two 180° views per light (hemispheric shadow mapping), or - for better quality - six 90° views (six-sided shadow mapping). Rendering six view per light makes shadow mapping quite slow, therefore advanced renderers skip views depending on which of the 90° sectors of the light sphere are outside the camera view frustum.
But what I fail at is, understanding, how to pass stuff from all those views (6 per light) into the shader.