It's possible that I don't fully understand Blender, but it's my understanding that gltf lets you store vertex colors in RGBA format while Blender only accepts vertex colors in RGB format. So the importer ends up discarding the extra alpha values of the vertex colors in a gltf file. Is it possible to stash those alpha values into a second vertex color attribute during import? So the importer would create a COLOR_0 and a ALPHA_0/COLOR_0_ALPHA or something like that.
It's possible that I don't fully understand Blender, but it's my understanding that gltf lets you store vertex colors in RGBA format while Blender only accepts vertex colors in RGB format. So the importer ends up discarding the extra alpha values of the vertex colors in a gltf file. Is it possible to stash those alpha values into a second vertex color attribute during import? So the importer would create a COLOR_0 and a ALPHA_0/COLOR_0_ALPHA or something like that.