I have a problem when using a custom shader with the opacity chunk in my project. The shader yields different results from different viewing angles, meaning the transparency is calculated correctly when viewed from the “left” and incorrect when viewed from the “right”.
The shader should make the mesh invisible above a certain height, with a falloff area where the shader goes from opaque to transparent. The parameters can be adjusted on the “legs” entity.
From left to right: Front view, correct/expected transparency viewed from “left”, incorrect transparency when viewed from “right”