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Added shader code. The 'shapes' is the lighting from two point lights. The colours are part of one of the textures on the object (the _LitTex in the shader, the _UnlitTex is just black)
It's in unity, so the plane asset. Shader is written as a vert-frag shader in ShaderLab/CG. Note that the 'line of doom', as I've called it, moves in some way that's dependant on the camera and doesn't lie along an edge boundary or similar..
Sorry, accidentally commented before I was finished. Shader only needs support for point lights, I can do that easily enough. Basically, if we were to write some vague pseudocode: foreach(vertex in mesh) { if(vertex's distance to light < light's range) { return appropriate mapped colour from the lit texture; } else { return appropriate mapped colour from the unlit texture; }} is how I've worked it out.