This is a kind of volumetric line rendering
.
You can find a reference about it in here :
https://www.assetstore.unity3d.com/kr/#!/content/29160
Usually it cost a lot because it needs multi-pass rendering in a shader.
And trail renderer is a low polygon(just triangle strips), the result is not good if you apply a fake glow shader like this.
Shader "Test/Glow" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
}
SubShader {
Tags { "Queue"="Transparent" }
LOD 200
ZTest Always
Cull Off
Blend One One
CGPROGRAM
#pragma surface surf Lambert
float4 _Color;
struct Input {
float3 viewDir;
float3 worldNormal;
};
void surf (Input IN, inout SurfaceOutput o) {
o.Alpha = _Color.a * pow(abs(dot(normalize(IN.viewDir),
normalize(IN.worldNormal))),4.0);
o.Emission = _Color.rgb * o.Alpha;
}
ENDCG
}
FallBack "Diffuse"
}
(another glow shader : http://qiita.com/edo_m18/items/b5ad2490b73126489c07)
I think a cheapest way to mimic this rendering is
1) create or find a Additive Transparent Shader
.
2) create a light texture (center is red and edge is gradient)
3) attach the shader to a material.
4) apply the material to the trail renderer.