is it possible to color an entire level using stencils of light similar to hard shadows , like having 360 degrees point accurate projectors in the middle of the room?
Rather than use textures on the walls, you could place lamps in the middle of the room surrounded by simple stencil lampshades, that lets through light in the shape of stars and triangles and squares, and paints subtle simplistic outlines and highlights seamlessly across the floor ceiling and walls, shapes of dark and lighter shades, and even different colors perhaps.
I figured it would be a bit like a Blade Runner/Tron environments all soap green rooms, with lighter and darker minimalist lines, without actually looking like crummy old shadows, but precise lines of paint on the walls?
although you couldn’t see the light and the stencil in the middle of the room, you could only see the mixed patterns and projections on the walls. It would be a fast way to procedurally texture entire levels in a Tron way.
so I have some questions-
is there a workaround for shadow graphics technology to use it to make precise antialiased stencil lines tha vary in colour according to distance, in a room?
Would it be possible and computationally simple enough to make a shader that colours subtle outlines of simple shapes seamlessly around rooms relative to points and shapes in the middle of them? what could I do similar with shaders?
would it be possible to tell the shader to change colours of shadow areas?