It turns out that the trick was to simplify. In fact@Phillip provided me with a trick, that the easiest thing to do was to create a series of small moving lights, that only rendered on the floor. This creates the moving lights that I was looking for. This shows what I was looking for.
[![enter image description here][1]][1]
How I achieved this:
- Create a game object that periodically creates small light sources that move just above the floor.
- The floor was already on it's own render layer. I specified the light to only affect that layer. I might change my mind on this later, but for now, I like the effect.
- Apply a slight velocity to the objects, some random color, and away they go!
The code looks something like this:
GameObject obj = new GameObject();
obj.transform.position = startLocation;
Light light = obj.AddComponent<Light>();
light.type = LightType.Point;
light.intensity = Random.Range(probeMinIntensity, probeMaxIntensity);
light.cullingMask = 0x1;
light.bounceIntensity = 0f;
Rigidbody rigid = obj.AddComponent<Rigidbody>();
rigid.useGravity = false;
rigid.velocity = new Vector3(0, 0, 1);
Of course, there's still more work to do, but this was more than enough to get me over the hurdle. Thanks! [1]: https://i.sstatic.net/OICTX.png