well, I've been looking over the shader workshops recently (I will learn how to do dynamic shadow mapping, even if it kills me grin ) so I think i've fully grasped all the concepts involved on thing that is bugging me and im grying to figure the solution boh havoc and slin found. You need to have the lights matix in the shader for the camera view to do the depth comparison, so how do you do that for more than one light? I've thought of one very inefficient solution, and that is for each light view have a clone camera view that renders to a bmap that is used in the final camera view, but that requires double the views to be rendered per frame, and that is a ton.