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An option would be to render a cylinder. To fade it out, you could use the depth map of the scene, compare it to the current fragment's depth of the cylinder and fade out according to how far is the current depth from the scene depth. Kind of like you would do with a soft particle renderer, but instead "softening" (fading out) the geometry when the two ...


This effect can be achieved by layering two textures on top of one another. The map exists in 3D space and is drawn with its normal texture, then drawn again with the circular texture, potentially with some additional calculations to get the correct texture coordinates since the circle texture is larger than any of the polygons it's mapping to. The glow ...


in most games it would most likely be an particle system drawn in a circle/sphere around the player to get that effect, i'd doubt a game would use ray casting to achieve such an effect

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