>>716496506The limiting factors would be a strong enough voxelization pipeline and perspective tricks to simulate parallax.
https://github.com/s-macke/VoxelSpace has some techniques for the voxelpixel look, and some additional LOD logic could be used to simulate parallax / add in perspective tricks.
Doing it entirely in shader would rely on a properly dialed in geometry + fragment shader and fancy perspective matrices to simulate parallax. Years ago I have a "voxelizer" for a VXGI implementation I winged that I think I could repurpose into making voxelized-sprites like that.