OmniLight3D in volumetric fog viewing angles

Godot Version

Godot Version 4.3

Question

I am currently using an OmniLight3D in a volumetric fog scene and I am realizing that the brightness of the light seems to be much lower when I look directly at the light vs when I view the light at an angle where it appears to be much brighter from a First person camera. I would like the brightness of the light to be the same across viewing angles, and I cannot figure out where this discrepancy is coming from.