I've been playing around with lighting and rendering paths available in Unity. Using Deferred Rendering and some point lights creates a pretty neat effect when traversing the maze:
Unfortunately, only the latest devices can handle Deferred Lighting above 30 frames per second, so when the game starts up I measure the framerate. If it's below 30 for about a second, I automatically switch from Deferred Lighting to Forward rendering, which is much easier on the older graphics chips but isn't quite as cool. Here's what Forward rendering looks like:
Oh well, under this scenario all leading edge devices and future devices will get the nice lighting while older devices run buttery smooth.