We now have #godrays in my game.
Need's lot's of tweaking but I'm happy that I was able to simulate those in any way at all.

#godotengine #diving #ocean
Now I've found a way better solution using volumetric fog and a spotlight with a shadow casting plane in front of it and an animated noise texture. This looks more promising. This also gives me free caustics and full control. The only problem I have now is that noise moves with the camera.
@der_On Are you using a particle system, is each ray a node, or are you using some other method to make the rays?
@HauntedWindow I'm using a multimesh instance with a quadmesh and a custom texture. The instances are rotated aligned to a sun light and move with the camera using a walking grid algorithm I also use for my scattering and always face the camera along the z axis.

However I know need to figure out a ruleset where and how exactly those rays occur in real life.