Thank you so much!
I achieve the effect using a custom shader. It is a copy of the standard URP lit shader. In the main rendering pass, I calculate the worldspace distance of each pixel to the nearest "lightsource" and determine if it should be the inner filter, outer filter or ring. To let the shader know where the lights are, I update a global shader variable with the lightcount and two compute buffers with the positions and radii of the lights. Hope that helps!