Hi forum, I'm trying to make speedtrees (r) appear semi-transparent when located between the camera and the player, in a 3D game. Some commercial games manage to do that, even if Speedtree's native shader lacks a "transparency" variable and is not designed for that. I'm reluctant to switch from Speedtree's native shader to something more simple since I would lose part of Speedtree's magic in the process, but I can't figure out a solution. Even manual blending between extra grabpasses (as described in details here) does not yield a perfect result as it should. Does one of you have ideas or experience in that matter?