Wonderbox-inspired lighting overhaul across all 3 pixel shaders:
- Hemisphere ambient (sky blue above, warm brown below) replaces flat ambient
- RT shadows lerp toward blue-violet tint instead of plain darkening (factor 0.55)
- Rim light (fresnel) with warm golden color on silhouettes (30% on vegetation)
- Soft exponential tone mapping + saturation boost in final post-process pass
- CB parameters for all lighting values (skyAmbient, groundAmbient, shadowTint, etc.)
- Fog color/density centralized from CB instead of hardcoded per-shader
- Screenshot mode (CLI "screenshot"): fixed camera, AO convergence, auto-capture
- AO noise stability: world-space hash using voxel center + tangent-axis frac position
- AO distance-weighted falloff: continuous occlusion values instead of binary hit/miss