On Thalassa: Edge of the Abyss, we needed some kind of volumetric light beams to improve the feeling of being under water. Initially, we wanted to use Unreal Engine 4's built-in volumetrics, but found them a little too fiddly and hard to art-direct. Instead, I created this custom material to suit our needs better. With this, we could adjust the look of light beams to match the look of the rest of the game and the concept art, and we can place beams where we want them rather than deal with the limitations of physical accuracy. Together with placeable fog cards, these light beams create a feeling of depth and being immersed in liquid. They are also cheaper and look nicer than full volumetrics.
Subtle animation adds a bit of dynamism.