I knocked together a quick ghost shader with some fresnel rim light and refraction. Also vertex wobble and a up and down bobbing done in shader. I'll do a proper write up soon (and the Volumetric Clouds write up is still incoming!). There is a bloom image effect on this gif, but no lights - the interior lighting is baked into the model with a vertex colour mask.
Here's the bob for now - just a sin wave by time, zeroed out in the X and Z axis (so it only goes up and down), and then transformed into world space, so it's always up and down regardless of the orientation of the model. There's an Offset float so that not all ghosts are bobbing in unison. Pipe that into your Local Vertex Offset input, and Bob's your uncle! (sorry not sorry)
