(2020-02-10, 4:56)Orion Pobursky Wrote: This is now implemented but textures are now broken for some reason.It turns out that this was a very old issue in the custom shader: I used the transparency of the underlying material, rather than the png to determine the amount to 'mix' between the two. With opaque materials, any transparent section of the png would become overwritten, hence the issue you observed.
It is fixed on the latest push to master - a one liner.