How would you re-create these cave glow worms?

How would you recreate the cave glow worms pictured below in Unity? Let’s assume three possible variants, one for a close up view (player standing right next to worm), one for a longer range view (player standing on cave floor some distance from cave ceiling), and one where the worms are able to move around a bit (it is the worms themselves that glow, so the glow can move around - I don’t necessarily have to have this, just interested in how best it would be done).

Note in addition the worm itself, the worm has many translucent threads hanging from wherever it is, which are somewhat lit up by the worms glow. The glow doesn’t need to light up large area, possibly just the threads. The glow also needs to be able to change over time, as the brightness dims and brightens in a 24 hour period.

I don’t need shader code or anything like that, I’m just looking for a general idea on the best way to do this. Any help would be greatly appreciated. Also, in addition the picture, here is a youtube video showcasing the glow worms:

If you want a few million then you would want to use emission for them, and use a texture approach instead of actually having them all separate.

If they need to animate, this is also not hard with a shader graph - either by using a mask to pulsate them or other technique.

Base textures to start since there’s such volume and they’re on the ceiling anyway.

Since theres strings dangling you could do those with basically some sort of vegetation/grass system on the ceiling and animate the glow through emission on the path of the string.

Particles are an option too.

Can just use mesh shapes like cobwebs with suitable shader as well.

Thank you for the quick feedback. Those are the approaches I was considering, so good to know I was on the right track. If anyone has any other ideas, let me know!