The most commonly used animation type is the panning, but the material also offers options for blinking, or growing /shrinking shapes for up to 4 different lights per material.
To make it easier for artists to use the material, I wrote a matching HLSL shader for 3ds Max, enabling artists to preview how the material would look like while adjusting the mesh and the UVs.
To avoid aliasing, the individual light dots change to completely filled tiles in the distance. This ensures a stable image from any distance.
The material reacts to the game's day night cycle and can be disabled during the day time.
Park Beyond Animated Lights Material
I had the pleasure to work on the animated lights material for the Park Beyond game. This material is used extensively for lights on flat rides, decorations and buildings.