You could always try some sort of particle system, I know it sounds like a giant hack but I'm not sure if there's a simple object that orients polys to the camera other than particles.
Another good soloution for light rays is to just use a box/sphere/cylinder w/ a gradient from top to bottom then have fresnel + depthbiased alpha + dist from camera cut multiply the opacity so that its invisible on the edges, places where it intersects geometry, and disappears as it gets closer to camera.
could always try a bump offset or something that's view depenant like using the camera vector to shift one of the noises in your light rays if you want them to shimmer or something when you move.
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Another good soloution for light rays is to just use a box/sphere/cylinder w/ a gradient from top to bottom then have fresnel + depthbiased alpha + dist from camera cut multiply the opacity so that its invisible on the edges, places where it intersects geometry, and disappears as it gets closer to camera.