Basically I am after doing something like this:
Imagine symbols (runes) on the walls / rocks, or elevator floor indicator, or sci-fi power panels, etc. When triggered / activated, timeline (or somehow else) would “drive” those lit elements to be revealed one by one, either discretely or continuously.
imagine that the bottom strip would fill up (or drain down) continuously and then top lights will turn on (or off) row by row. Those “glowing” elements can be either separate meshes with unlit material with emissive texture (and aligned close to the surface of the pylon) or can be just drawn on the main diffuse/base texture as unlit and material would have emissive texture. Whichever way is less performance taxing (I need this for mobile) and most suitable for the task.
How can I achieve that kind of “animation” of glowing elements?
P.S. This is something I’d like to achieve (without using flipbook):