Need help with 3D vision occlusion shader

Godot Version

4.7

Question

I am trying to make a proof-of-concept for a 3D, most likely VR game, where your vision is based on an array of sensors combining their output data into 3D space, functionally I want this to be represented as the world being completely transparent and revealed by “lights” that reveal the surfaces they illuminate and cast shadows where they don’t, while still having a standard PBR look in the revealed environment. I tried to make a shader that achieved this using actual lights rendering in a different layer from the world lights and the stencil buffer but realized I was in way over my head and couldn’t find enough resources to get an idea of what the best way to do this would be.