HOW IT WORKSCompute shaders intersect rays, refine curved edges, and compact straight spans for each light. Overlaps add light; obstacles occlude each source independently. Debug rays show the selected light.
Soft shadows use the signed distance to each visibility polygon. Shadow softness is independent of light size. Fog response blends the previous total fog with the current combined lighting. Adding, moving and removing lights all use this single world-space history. Linear RGB contributions add before tone mapping and sRGB encoding. Isometric 3D reprojects the lighting field in world space onto blocks and capsules.