Volumetric crepuscular light shafts with animated dust haze inside the beams, layered ray frequencies, and a blooming origin hotspot.
Light gradient: first color is the hot core near the origin, middle is the main beam tint, last is the far-edge atmospheric tint
Deep base atmosphere color behind the beams; keep it dark and slightly warm/cool-matched to the light colors
Background plate opacity; 0 composites pure premultiplied light over the host section with no color leak
Horizontal position of the light source (0 = left edge, 1 = right edge)
Vertical position of the light source; >1 places it just above the section so rays pour down
Beam frequency: low = a few wide cathedral shafts, high = dense stage-light striations
Atmospheric throw distance of the beams before they fade into haze
Beam edge diffusion: low = crisp defined shafts, high = soft diffuse glow
Per-beam intensity shimmer, like light through moving air; keep below 0.5 for an expensive feel
Overall animation pace; slow drift (0.2-0.4) reads premium