emmm… I’m also new here, and also playing with the alpha-blending
BABYLON.Engine.ALPHA_COMBINE, is the default blend mode for alpha-blended meshes. Blending is modulated by the alpha value of the pixel being drawn. In your code you use needAlphaBlending: true, to give the above mesh a alpha-blending
which you also can do is use the alpha from glsl for the material. gl_FragColor is a vec4(r, g, b, a)…a is alpha. you can also try to set the alpha like the follow line, shaderMaterial.setFloat("alpha", 0.5);, then you can get a blending from this material. The alpha here controll the shaderMerial
in my example just shows, that you can also give your shader material a “alpha” attribute.