Not saying this will necessarily solve your problem, but I wanted to check if you’ve tried the various Lighting Modes for the material?
I’ve tried them, they do not solve the problem. Thank you for the suggestion.
rendering order is determined by the vertex and raster order of the polygons. so you would have to reorder your vertices from back to front. or inside to outside depending on what blending you expect. The other way is using OIT (order independant translucency), which is currently an experimental feature in 5.5.latest.
From what I’ve gathered OIT is quite expensive, which would unfortunately defeat the purpose of using a UV-atlas as it’s for the sake of performance. But I can’t say if the performance drawback is greater/lesser/equal to the gain from the reduction in draw calls, so I can’t really say if it’s worth using.
Could you elaborate on what you meant with reordering the vertices from back to front/inside to outside?
Thank you for taking the time to answer.