You can easily create a dedicated shadow map render pass for any light in ShaderScope:
Select the light in any view or window
Select Lights->Shadow Map Render Pass or Render Pass->Shadow Map Render Pass from the Shader Path toolbar menu.
Using its 3D manipulator, aim the light towards the models in your scene that should cast shadows (and onto those they should be cast).
This render pass features a basic color pass so you can more easily see where your various models are in the scene and aim correctly.
Connect the shadow map's depth attachment to the shader parameter of your shader that renders the shadows.
Do I Have To Use ShaderScope's Shadow Maps?
The shadow map functionality in ShaderScope is just meant as a convenient way to quickly set up that sort of output if you want to spin up a project that includes a shadow map pass.
If you would prefer to set up your own you can do that; every render pass comes with a depth attachment and an independent camera, so you could just create a new render pass, move its camera to
where your light is in your main scene, aim it at the thing(s) you want to cast shadows, and then use that depth attachment's texture as your shadow map.