Notice how the alpha has a 1 being fed to it but there is still some transparency? Might be a depthPass issue, or some sort of culling error.
Not a bug actually. The system has no idea what the value could be so it flags the material with needAlphaBlending = true
What do you mean the system has no idea what the value could be?
I think I get what you are saying, what is the work around/fix?
There is no. It is like a regular shadermaterial. If you set a value in alpha it will be transparent.
Don’t set a value in alpha to get it back to normal