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Yeah, transparent objects won't work very well with the godrays because the shader uses the depth buffer and there's no information about transparency available there.
I'm not sure exactly what you're trying to achieve with your user case, but if you just need to ignore the transparent objects you might be able to set up a multi-pass render pipeline with the pmndrs postprocessing library and render transparent objects separately from the others before or after the godrays pass.
I have a sparsely-transparent skybox I want to use over a point-light as a shader-driven lamp-shade of sorts.
I don't know if support for semi-transparent objects is possible since depth is still the same?
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