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I won't have time to implement this properly for the 3.2 release, but here's what I've learnt for when I do get to it:
There's two ways to do gobos in Blender:
Light textures
Only works in Cycles.
Really easy to set up (literally plug an image texture into the Emission node.
Works best with spot lamps, but also technically works on point light and area lights. Does not work at all on sun lamps.
Physical planes
Works in any renderer.
Fairly straightforward to set up the basics: It's just a plane with an image plugged into a Transparent shader, parented to the lamp.
Works with any type of light.
Will need controls for distance which affects softness of the shadows and potential issues like intersecting objects or casting additional shadows from other lights.
https://en.wikipedia.org/wiki/Gobo_(lighting)
A simple way to add a texture to lamps with 3d widgets for positioning the texture.
Would be nice to have options for blur, tint, etc.
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