Gaussian Splat transparency in Augmented Reality scenes

I’m working on an AR project (quest 3 browser webxr with passthrough) and something I’ve noticed is that when using a traditional mesh, it blocks the passthrough view completely as I would expect. However when using a gaussian splat, I’m able to see the passthrough view behind the gaussian splat, as if it was slightly transparent. This effect is more apparent with black/darker splats, but it is present on all splats that I’ve tried.

To be clear, it is not transparent in the context of the rest of the scene. If I put a mesh behind the gaussian splat, I am not able to see the mesh at all, only the passthrough view (essentially the skybox, the background over which everything else is rendered). Perhaps there’s a project or camera setting somewhere that I can change related to view culling or something? Has anybody else had this issue? I know Gaussian splatting in AR is a niche in a niche.

Have you tried some of these in AR to see if they have the same issue?