I'm using this post-processing shader:
https://godotshaders.com/shader/high-quality-post-process-outline/
I'm also using Phantom Camera for my camera.
So, my camera is set up like so:
Camera3DPhantomCameraHostPostProcessOutline(as described in the shader above)
Everything works great except when the scene first loads, the post-processing shader is not applied at all. If I move my character around and the camera follows them, the post-processing shader remains un-applied.
The shader only applies itself once the camera rotates a certain amount. It's almost like the quad mesh that the post-processing is being done on isn't rotated properly until the camera itself rotates.
I can't tell if this is because of Phantom Camera, or the post processing outline itself, or some sort of combo of the two. If I move the quad mesh up a level to be not a child of the Camera3D, then the outline is applied when the scene loads but rotating the camera, you lose it.
Any ideas?

