First Pass Realtime Volumetric Light Scattering

This is really neat. It’s something I’ve wanted to have as a way of creating atmospheric god rays and the like without manually placing every one (and thus lacking dynamism). Would it be possible to attentuate it via angle or axis as well? For instance you only have it shining down, but not towards the camera, or you have it shining along the x or y axis but not the z. That way it can take the limitations of the current godray system in unreal in specific places but still be dynamic and react to scene effects.