@sinbad nice.
some nintendo games do this on an object-level basis (simple dither-based transparency) to avoid the cases where they look hollow, which is also sometimes evident in your demo.
if you wanted to avoid the hollowing-issue completely you'd have to lead your "cone" exactly parallel along the ray lines... but idk if that wouldn't look too flat... some dithering at the edges could be used to make that cone smooth out more...