The way it works now is not so far from your idea. The 'alphaGen portal' line in a shader makes it fade out over distance.
With the shader a few posts up, if you were standing 257 units away from the portal surface, it would not be functioning as a portal, but getting any closer switches it on, gradually blending into the camera view from the static texture.
So theoretically, you could have any number of portal surfaces in the one room. As long as they are at least twice the distance from each other as whatever you specify in the shader, you'll never activate more than one at a time.
If you were to set the value very low, they would switch on only when you are right beside them, much like an automatic 'use' function. You cant shoot through a portal, but you can setup a teleporter / portal camera combo which is very effective. The quake 3 map IK3DM1 does this really well.