I'm making a 3d fixed camera isometric 3rd person voxel game. I'm working on a shader that hides all voxels above the player. Problem is that when I set the alpha for those voxels my transparent water voxels start to flicker.
My understanding is that this is due to Godot not being able to sort transparent materials. Surely there is a render_mode or something that I can set that will solve this sorting issue. If not can someone explain why not?
If I cant use alpha perhaps what I can do is use a shader to change the texture or UV of all voxels above the player such that instead of drawing leaf textures, for example, I can hand draw the outline of leaves with a transparent center and draw that instead?
I know dithering is a solution, but I dont like the way it looks.