Hey guys, I'm new to this forum but worked with Godot for about half a year now and I really love it. Over the time I encountered a few bugs generated by the way Godot handles transparency/alpha but always got some kind of workaround to, well, work around it. But for my recent project I've come across a bug (?) i cannot handle.
I wanted to have a translucent mesh (sphere) and therefore checked "Transparent" in the material flags and disabled culling. The result was weird and caused some weird artifacts (only the back face is visible and the front face appears in rings/layers along the y axis). I'm aware of the the process of rendering alpha in Godot engine so my question is if there's a workaround for this problem. As you can see this problem also appears if the albedo is fully opaque. It's just about ticking the "Transparent" box.
I probably should mention that the current example is just a demo of the problem. In my project I'm using a custom shader having the same problem.
I'm using the GLES 3 renderer with Godot 3.2.2 (not the mono version) on Windows 10 and the current Manjaro Linux (Gnome)
