I think you can clone this mesh, new mesh set visible before glow render and set hidden after glow render (it only render to glow RTT, not render to the screen texture).
you can create uv3 in blender, uv3’s X is from center side to outer side. you can create a customPBRMaterial instead of pbrmaterial then add an uniform vec2 showArea. in fragment_Main, if uv3 is in range of showArea discard pixel. or gl_FragColor*=step(showArea.x,uv3.x)*step(uv3.x,showArea) in fragment_mainEnd
Thanks will try this also, Right now I am just using the orange and black texture is there a way i can dynamically change the colour , so it can be white , red , orange etc