   LightBeams
  I'm wondering how lightBeams were implemented in Fear2.The edges of the polygons are never visible, not when you look at them beam from the side, neither when you stand in the light volume and look at the light source.My idea is to create a cone mesh, apply cylindrical coordinates to it. Then in the shader use the V coordinate to know how far from the tip of cone the pixel is in order to fade the color and also compute a fresnel factor so that at the borders of the cone the color fades out.That should make the edges of the beam not visible when you look at them from the outside, but if you look from the inside of the code, near the edge you will see that the polygon is there.Is out there a description of how LightBeams can be implemented? Reading the online help docs of the Unreal 3 light beam materials they appear to use a reflection vector to compute the fresnel but that doesn't hides the border when looking from the bottom to the top of the cone. Am I missing something?   