Suburbazine Yes. This will be possible.
Almost certainly a post-release 2026 task, also because, while 3D volume rendering on December 13th or after December 13th is still up in the air, I'd like to have some minimal demonstration for release day (very possibly a historical HWRF hurricane 3D reflectivity volume rendering as opposed to Level 2 or MRMS, which have additional complexity). So I would work on that before realtime shadowing, also because the volumes themselves could cast shadows. There are lots of graphics-only features to be developed for "graphics/broadcast" version after "in-field/tactical". Real-time shadows and even sunset/sunrise rays through the atmosphere scattering are exciting eye-candy prospects.
When I develop the separate "broadcast version" (currently thinking, "WSV3 Graphics Producer" - a separate application that will be purchased separately and require at least one Tactical Mesoanalyst instance to work with), I intend this to result in adding some subset of graphics-only eye-candy features to even the baseline WSV3 Tactical Mesoanalyst flagship app, as long as I keep such effects as strictly optional, so as to not conflict with the power-optimization data-quality-focused specialization of the new product.
In reality, the new rendering engine is so good, a modern gaming GPU could render the whole scene at 120fps HD resolution (or even above) with realtime shadows and still have frame time budget leftover. Dynamic resolution techniques will make this possible on lower end hardware even, sacrificing resolution but keeping framerate.