Feature: Custom light spot FOV/angles/origin area/surface
Which component should be improved?
Rendering
Describe your feature suggestion in more detail
With clustered, you can already define pretty wide ranges of FOV, but they always come from a single point. That means, for example, that if I wanted a light source that emitted parallel (or mostly parallel) light, I wouldn't be able to. Same for convergent light.
My proposal is either a new light entity (light_rt_area? light_rt_fov?), or a new keyvalue for existing light_rt_spots. It'd define the "inner" FOV, as in, the radius from which light emits (as opposed to a single point). Then, the FOV would be allowed to take on values from 90 to -90, with 0 being entirely parallel rays of light, and negative values being light that converges to a point (then spreads out from that point as though it was a regular spotlight.
Here's a helpful diagram. The top row (red) is how spotlights currently already work.