4.0 dev (61d681cfb9a89f5c32a6c85e8f1cf53360c6eddb)
System information
Linux Mint 20.1, nvidia-driver-470,
Issue description
When enabling alpha + depth_prepass_alpha in a material, the result is a mix with a black copy of the mesh impossible to access via the shader passes (vertex, fragment or light).
When enabling alpha with only depth_draw_opaque, the alpha is correct but there is no shadows.
Godot version
4.0 dev (61d681cfb9a89f5c32a6c85e8f1cf53360c6eddb)
System information
Linux Mint 20.1, nvidia-driver-470,
Issue description
When enabling alpha + depth_prepass_alpha in a material, the result is a mix with a black copy of the mesh impossible to access via the shader passes (vertex, fragment or light).
When enabling alpha with only depth_draw_opaque, the alpha is correct but there is no shadows.
screenshot: https://gitlab.com/frankiezafe/godot4-alpha-issue/-/raw/master/godot4_alpha_issue.png
Steps to reproduce
open the project: https://gitlab.com/frankiezafe/godot4-alpha-issue
Minimal reproduction project
No response