Had a question about the spatial shaders from Zorochase’s Ultimate Retro Shader Collection (GitHub - Zorochase/ultimate-retro-shader-collection: Shaders bringing 5th-gen console aesthetics to Godot 4.) and the in-engine environmental post-processing effects: can anyone identify what part of the shader code causes the SSAO to not be visible in-game/in the preview viewer, despite the Advanced SSAO viewer showing the shadowing working as-intended? Would it be possible to enable the SSAO ambient shadowing alongside the vertex jitter and affine texture mapping? The specific part of the GitHub package that controls the shaders’ visuals is common.gdshaderinc.