I managed to finally recreate a problem in the playground regarding shaders. For some reason the NodeMaterial I have attached to meshes in my scene is using a textureSampler from another ShaderMaterial. You can see in the playground below that occasionally the texture of the shields will switch. I’m assuming it has something to do with the depth of the objects in the scene and the order which they are drawn.
If I turn off needAlphaBlending in the ShaderMaterial the texture problem is fixed but then I don’t get proper alpha blending on the laser effect and it just fills in white for the transparent parts. Is there something I’m doing wrong here?