The shadermaterial masks the unrealboom effect

I used shadermaterial to create a material. When adding objects to the scene, it will mask the unrealboom effect. This is my material code.

this.material = new THREE.ShaderMaterial({
      uniforms: {
        'color': {
          type: 'c',
          value: new THREE.Color(this.options.color)
        },
        'texture0': {
          type: 't',
          value: texture
        },
        'iTime': {
          type: 'f',
          value: 0
        }
      },
      vertexShader: `
      
          #include <common>
          #include <fog_pars_vertex>
          #include <logdepthbuf_pars_vertex>

          varying vec2 vUv;
          varying vec3 vNomal;
          void main() {
            vUv = uv;
            vNomal = normal;
            vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
            vec4 mvPosition =  viewMatrix * worldPosition;
			      gl_Position = projectionMatrix * mvPosition;

            #include <logdepthbuf_vertex>
			      #include <fog_vertex>

          }
      `,
      fragmentShader: `

          #include <common>
          #include <fog_pars_fragment>
          #include <logdepthbuf_pars_fragment>

          uniform sampler2D texture0;
          uniform vec3 color;
          uniform float iTime;
          varying vec2 vUv;
          varying vec3 vNomal;

          void main() {

            #include <logdepthbuf_fragment>

            float opacity = 1.;
            vec4 map = texture2D(texture0, vec2(vUv.x, vUv.y+iTime));
            vec4 muti = vec4(color, opacity) * map;
            
            if(abs(vNomal.y) > 0.95){
              muti = vec4(color, 0.);
            }
            gl_FragColor = muti;

            #include <tonemapping_fragment>
            #include <encodings_fragment>
            #include <fog_fragment>
          }

      `,
      transparent: true,
      side: 2,
      depthWrite: false
    })