Right, so the thing is, camera is fixed on this angle. character rotates but the camera stay fixed so it will never be seen from that angle you pointed.
and if it was to rotate, then the hidden walls would be shown (such as is already the case for when there are doors on the opposite, visible walls), and the door mesh would also be visible, eliminating the need for light shafts (which, unlike the first game I showed, my plan is to use them just to represent doors that aren’t visible to the camera). like this, just as an example:
the first game is Diablo 3.