I'm trying to replicate an effect/shader I've seen used in Ori and the Will of the Wisps, a videogame. Basically it's a 2D game with real-time lightning. The lightning in 2D is achieved by having various versions of the sprite with light drawn-in manually at various angles and then based on the position of the light source, two or more drawings are blended together to create the final lit sprite. This effect is not normal map based, so just dropping a light in the scene would just give flat lightning to everything. I wanted to replicate the effect in Blender because I think it would be interesting. I was thinking about trying this in both Cycles and Eevee.
From my googling and trying stuff in the shader editor though, I haven't found a way to feed the light position in the shader. I've seen the Light path node, but from my understanding it's just a boolean that says if a ray is of a certain type or not, without info on the location where it's coming from.
Is there any way to achieve this?