The lightbulb icons for lights in my editor view disappear beneath a shader that I'm using on pretty much everything in my game. When I reduce the shader's alpha value below 1.0 the icons will start to appear, and I suppose I can use that as a workaround but I'm going to end up with upwards of two dozen shader files that all do the same thing with different color palettes so I'd rather avoid having to tediously change the alpha of each one whenever I need to see the icons in the viewport. I'm very new to shaders so there's still a lot that I don't know. I'm not sure if the best solution is going to be a simple render priority setting in Godot or if there's some big mistake I'm making in my shader which is causing this in the first place, so any and all solutions are appreciated. I couldn't find anything similar to this already discussed online.
I adapted a shader I found online that did something similar, but it was a 2D shader that filtered the entire player camera when you run the game, so that might have something to do with it. Here's the code for my shader:
shader_type spatial;
void fragment(){
vec3 baseColor = vec3(0.82,0.643,0.29);
vec3 darkestColor = vec3(0.337,0.224,0.0);
vec3 darkColor = vec3(0.549,0.412,0.137);
vec3 lightColor = vec3(1.0,0.82,0.463);
vec3 lightestColor = vec3(1.0,0.898,0.698);
vec4 screen = texture(SCREEN_TEXTURE, SCREEN_UV);
if(screen.x < 0.15)
ALBEDO = darkestColor;
else if(screen.x < 0.25)
ALBEDO = darkColor;
else if(screen.x > 0.4)
ALBEDO = lightColor;
else if(screen.x > 0.75)
ALBEDO = lightestColor;
else
ALBEDO = baseColor;
ALPHA = 1.0;
}