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create an object and assign 3 materials to it:

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For each of the materials use an image texture and a split RGB mode to control the brightness of the emitter material. Here's the setup for the red material:

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Note that I'm using an empty to control the texture coordinates.

Then by creating an array of your base object and controlling the size of the size and placement of your texture using the empty, you can get what you are after:

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user1853