Спасибо за совет! Фары более-менее вышли. Но все же хотелось что-то вроде такого
http://www.youtube.com/watch?v=_pcovt3J ... e=youtu.be На .com форуме товарищ пишет следующее:
"What is shown in the first video you posted can be achieved in 2 ways. 1st is easy, 2nd is very complicated but gives best volumetric results.
1. with a godrays, lightshafts image post processing shader.
2a. put a camera on your light source looking at the direction of the (spotlight, or to your main camera if its a point light)
2b. render the depth of this camera (selectively the objects which will cause the lightshafts effect
2c. put 30-50 (spheres if spotlight, planes if point light) infront of your light source in the same appropriate direction mentioned above, these spheres should cover the spotlights view frustum..etc) and they should recieve shadows but not cast them.
2d. And finally, project the decoded depth texture on all these spheres. (at this point you need a custom transparent shader to be used on these spheres which will clip the depth texture's unshadowed parts to make them transparent)"
Работал над аналогичным шейдером, но сферы все равно видны(