Guassian Splat overexposed in AR but fine in viewport?

Hello,
I am trying to render a Guassian Splat in an 8th Wall world tracking AR experience. The model looks fine in the viewport, but appears overexposed when viewed in AR. I attached an image of the overexposed version, but am limited to one image so cannot provide the viewport version that looks normal for reference.

I suspected this could be due to blend settings, but I’ve tried all sorts of combinations that all seem to produce similar or worse results. Including the following which I have seen suggested elsewhere.

    const material = this.entity.c.gsplat.entity.gsplat.material;

    material.blend = true;  // Enable blending

    material.blendEquation = pc.BLENDEQUATION_ADD;
    material.blendSrc = pc.BLENDMODE_ONE;
    material.blendDst = pc.BLENDMODE_ONE_MINUS_SRC_ALPHA;

Attempting these values below, in a script on the Gsplat object, fixes the overexposure and the opacity, but then the splat has warped blobby geometry.

    const material = this.entity.c.gsplat.entity.gsplat.material;
    material.blend = true; 
    material.blendEquation = pc.BLENDEQUATION_ADD;
    material.blendSrc = pc.BLENDMODE_ONE;
    material.blendDst = pc.BLENDMODE_SRC_ALPHA_SATURATE;

My best guess is that something is different in the way the gsplat renders in AR vs 3D viewer, but I am not quite sure how to go about fixing this. Thank you in advance for any guidance.

Hello,

The GS shader doesn’t output premul alpha values, so blend mode needs tweaking:

color:
equation: ADD
src: SRC_ALPHA
dst: ONE_MINUS_SRC_ALPHA

alpha:
equation: ADD
src: ONE
dst: ONE_MINUS_SRC_ALPHA

You should then get a correct premul alpha render target.