The TemplBeamProc Shader can be used to create very cheap fog light beam effects.
Create a 3D object with a back plane and 4 intersecting planes like this:
Create a texture (all faces share UVs) with the following contents:
It is only gray scale and has no alpha.
The TemplBeamProc Shader can handle fading out rendering faces, that are in a certain angle to the camera. It's best to use sub-materials for the different parts, because you can control the angle of visibility.
So the back plane gets 1 sub-material and the other planes get 1 sub-material.
These are the settings for the shader:
Shader Params  | Description  | 
|---|---|
ColorMultiplier  | Increase/decrease brightness and blending.  | 
EndColor  | Set the end color for gradient.  | 
EndRadius  | Set the radius (in meters) of the effect at the end of the object.  | 
Length  | Adjust the scaling of the rendered effect (like scaling of the actual mesh).  | 
OriginalLength  | Scaling factor. If length and original length are the same, the object has scale of 100%.  | 
OriginalWidth  | Same as above.  | 
Soft intersection factor  | Controls softness of surface interaction with other opaque scene geometry.  | 
StartColor  | Set the start color for gradient.  | 
StartRadius  | Set the radius (in meters) of the effect at the start of the object.  | 
View dependency factor  | Controls the blending in and out depending on the facing angle to the camera.   | 
Shader Gen Options  | Description  | 
|---|---|
Noise map  | Gives a nice motion to the beams but cannot be controlled by any parameters.  | 
Muzzleflash  | Option to be used for muzzle flash.  | 
 Left: looking straight – until – Right: looking from bottom.
This effect is very cheap. Between 1 and 2 drawcalls, depending on how you set it up. Please make sure that this is only the fog light effect – a light still has to be placed.