Sunlight built from the grid
Shadows, sky exposure, sun beams and a day cycle, all derived from the voxel data rather than a volumetric fog pass.

Standalone headsets do not get a volumetric fog pass, a depth read or a compositor stage in the budget I have. So instead of faking light rays with a post effect, I read them off the voxel grid, the same way meshes and collision come from it.
Four layers
- Sun shadows. One directional light, crisp filtering to match the flat look, only the nearest opaque terrain casts. I had to raise the sun against ambient before shadows read at all; the old balance left shadowed ground nearly as bright as lit ground after tonemapping.
- Sky exposure. The mesher writes how open each corner is to the sky into the vertex colour. Under a roof, a canopy or a cave ceiling the ambient drops, while direct sun through a window stays bright. A hut floor is dark all the way to the door because merged quads never cross a cover boundary.
- Sun rays. The native core finds covered air cells whose line to the sun reaches open sky through an aperture: a window, a doorway, a skylight, a cave mouth. Adjacent openings merge into one rectangle before the beam is extruded along the sun, so a long window gives one clean shaft instead of a comb of thin ones.
- The day. Sun height, colour and the shafts move together over a day cycle, into a night with stable stars and fixture lights that cast their own shadows.
Why this matters for a building game
You will build with your hands, and light through the thing you built is half the reward. A window you cut yourself should throw a beam across the floor. Now it does, on the grid, at a cost I can afford on Quest 3.
The shot above is from the teaser: those shafts on the ridge are the same beams, found where the sun reaches through a gap in the terrain. At night the same fixtures and fires light a room through their own shadows.