Redo voxel intersection code to fix issue when aligned with grid line
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Pack texture coords into bits, mybe like given an int32:
    1-8  : texture size (stored as the power of 2 Ex: 001000 (8) = 2^8),
    9-16 : Bottom X coord (Pixel / 8),
    17-24: Bottom Y coord (Pixel / 8),
    25-32: ??
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Parallax Occolusion Mapping (Play around with any techniques you can think of to find an optimal output)
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Organize all reprojection code into it's own function block for organization
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Change "blend.water" to off so translucents don't get wacky see through materials
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Use refractive indices for metals
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Pack imaginary lights into lists to randomly select from, then dividing the output by the Bias%
Psuedo-Code:
/* Run once at beginning */
Lights = [Lights here]; // (each light will have a position, color, brightness, penumbra, and bias)
TotalBias = TotalUpLightBiases();
for (int l = 0; l < Lights.length; l++){
    Lights[l].Bias /= TotalBias;
}

/* in GetImaginaryLight */
/* Intersection calculation */
OutLight += Light.color*BRDF(ShadowRay, HitData, Light) / Light.Bias;
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