An effect similar to this:
http://ic2.pbase.com/g5/64/18664/2/68043679.6QXDrDYY.jpg
Note:
There is no sun on screen but god rays are drawn from the position of the sun and start at the brightest spots of light on screen. The percentage of brightness and darkness on the screen are set to determine the length of the beams. Total screen 95% dark and 5% bright then draw god rays from 5% bright with a length of ?
Possible next version will have that effect.
The shader is a direct copy of the Morrowind version, I only changed the tweakable values. Getting the brightpass tweaks to work with all weathers and all times of day is almost impossible, yet I achieved some good results for Morrowind. I still prefer the shader would go with a script and a data sheet containing tweaks for all weathers and all times of day. I don't know if I can do it myself, my scripting knowledge is non-existent.
To determine the length of rays, I thought maxing them would be a good idea at first. But now I think I know what to do after seeing the pics and videos. For Morrowind the value for exposure is
~0.025
and for Oblivion
~0.525
So it is what, 20 times brighter!? It behaves like a sunglare(lens effect) more than physical godrays. So I think lowering the decay(length) on afternoon clear days, and increasing the length on magic hours(like the hours from AmpolX's screens) would be a good idea to switch between sunglare-godrays within one shader.(I also recommend to start with lowering exposure to your tweaks, it's clearly so high...) So the shader could be developed on my end(I have to level up or wrinklyninja will catch me:P) but I believe an accompanying script would be needed, like how DoF needs a script to manage dialogs and archery...
PS. Anti-crepuscular rays, they are described here in the original document I stole the shader.

http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
PPS. I am currently at 13.4. 13.5 and 13.6 mention the problems with the shader and possible solutions. I will figure them out one by one.
@wrinklyninja,
skip ASM.
