Transparent meshes disappearing when looked at through a pixelation shader.

Godot Version

4.4.1.stable

Question

Im making a 3D game and I wanted to add a pixelation effect to the players camera and I couldnt figure out how to do it without using viewports (When I first tried it, it messed up a lot of gui and I couldnt keep it consistent).
I found a tutorial video (https://www.youtube.com/watch?v=nw3vDgwfZbQ) and I did it the same way as the creator did which is placing a QuadMesh in front of the Camera node and applying a shader onto it.
Then I tried it out in-game and I noticed that all meshes that had transparency turned on just vanished from the players view, Im new to shaders and I really dont know how to do it differently, or to at least make the transparent meshes actually show up.
This is the shader I used 3D Pixelation - Godot Shaders

The problem is that the quad is being rendered in the opaque pass and only the opaque objects will be there. You can force the quad to be rendered in the transparent pass by adding ALPHA = 1.0; in the shader but I’m not sure how the drawing order will happen then (transparent objects drawing order is different than opaque objects) and I can’t remember if you can force it to be drawn always last.

I tried adding it but it didn’t change anything.
What DID end up working was just lowering the render priority of the shader material on the quadmesh below what other transparent meshes were set on.