I've created a shader to render fog in my scene that's specially designed to handle the user walking into and out of a body of water. While I should maybe rewrite this as a post processing shader, at the moment I have it mapped to a plane that is completely covering the camera. It works well except for one thing - I also have another plane that is semi transparent that represents the surface of the water. Since both it and my fog shader are transparent, there is some fighting over draw order and the scene looks wrong if the water surface is drawn second.
I need my fog shader to be drawn after everything else. Is there a way to tell Godot to do this?