More work with the dissolve shader
I noticed that the shader was not showing shadows properly and also there were alpha issues with any meshes that had occluded faces. This is due to modifying the ALPHA value in the shader. I was able to resolve it by enabling a render setting for godot shaders called depth_prepass_alpha. shader_type spatial; // This is needed for toroids and other objects with faces behind other faces. // It also allows for shadows on meshes with this shader....