Volumetric Fog leaking through geometry when using Full-Screen Quad Shader

Godot Version

v.4.6.1 steam stable

Question

Hello!

I’m currently making a game and i was thinking about adding in some godrays using volumetric fog and a directional light (because spot lights volumetric fog is going through walls no matter the settings) and it looks great!

But, once i tried combining it with a PS1 spatial shader i found off of Godot Shaders, it ended up clipping through the walls and creating light leaking:

But only at an angle on the left side of my screen towards the light, viewed at another angle the light dosen’t go through the wall at all:

I tried disabling every effect and turning on and off the quad mesh I use and the shader is responsible, but not the effects directly, in the screenshots the shader is on but dosen’t have any of the effects turned on.

Meaning its probably got to do with something else, that I haven’t been able to figure out for the past day :sob:

This is the link to the shader i used:

Also a bonus for anyone who might figure this out, using said shader, when standing far away from… only this specific light, it just goes completely dark, i’m not sure if its the model but it only happens with the shader on.