Why are you multiplying the Base Color texture (orange-ish texture at top of the grid) by a custom color of white (with alpha at 0)? I would think if the material domain is opaque (not translucent or another one), then multiplying by a white transparent color node (1, 1, 1, 0) would screw with the material logic and rendering. It could also be an issue with applying VertexNormalWS to the mesh it’s on. Perhaps something is missing from the material setup that functions to prevent the culling of vertexes in world space, or within the camera frustum’s bounds (such as at the corners).