Created my own lighting model in UE5s material system. Completely unaffected by the environment, only uses the emission (and alpha) outputs.
This allows for a hologram with no lighting influence from the surrounding environment. Correctly replicating the effect of a hologram recording of an object or character in another scene with different lighting.
Features Blinn Phong specular reflections, cubemaps, and even includes custom shadowmaps using scene captures.
Video showcases real-time shadows