This does require Unity Pro. (Links updated with fixes) Webplayer build is hosted at: http://dl.dropbox.com/u/82486/GodraysExample.html (Project file can be found here) Controls are LMB/CTRL to change the angle, ALT/RMB to change the level of detail. Move using Mouse/WASD/ArrowKeys. Godrays from GPU Gems 3, implemented for both SM 2.0 and SM 3.0 hardware Basically, it takes the alpha-channel of your image, and pulls everything away from the sun. As such, it is not compatible with the default glow effect, aswell as any other effects which make use of the alpha channel. To use, Simply set anything that would be emissive to show on the alpha channel (example shaders for this are in the project file), then set the sun location on the script. The traditional implementation breaks down as your view approaches grazing angles, so to compensate for that I've allowed it to falloff and automatically disable when it would be visually irrelevant. One of the settings on the script allows further refinement of the range it fades at, to better configure the effect. At lower levels of detail or increasingly grazing angles, it will appear fragmented, to correct this, either use a higher level of detail or change the "density" parameter in the script. Weight controls the overall visibility of the effect, where Exposure will dim the rest of the screen as you look at the lightsource, giving a pseudo-HDR effect. The Controls for the effect are: Density: Proximity of samples taken, higher makes the effect more spread out but may cause fragmenting Weight: Brightness of the effect, lower makes it less visible, higher may overexpose Decay: Falloff for the effect, lower makes it fade more rapidly Exposure: Brightness of the scene relative to rays It should run successfully on any DX9.0 level card, but requires Shadermodel 3.0 to efficiently take a good number of samples. System requirements should be minimum Geforce FX 5200/Radeon 9500 to display anything at all, Geforce 6100/ATI x1300 or HD Series in order to display it in full Pixelshader 3.0 goodness. The shader has three levels of detail, aswell as a Pixelshader 2.0 fallback, the main difference between them being the number of samples per pass, and the number of passes run- performance wise, it's really just fillrate. I have not tested this on anything except OSX, so I don't know if it will work on Windows. Please let me know how it runs, I haven't been able to test it as much as I'd have liked. Edit Managed to track down the issue to a difference between how OpenGL and DirectX handle blending and texture coordinates. Sped up the PS2.0 fallback slightly, and I've now allowed the density to decrease with the view angle, which limits visible fragmenting of the rays. Demo and project file updated, aswell as attachment.