I'm trying to create a two pass material where the depth buffer is drawn first and then a material with translucency is drawn on top of it (this is to avoid drawing some of the mesh's internal faces). The shader itself works fine, but I run into trouble when I try to instance my scene with the shader inside another scene. I'd like to be able to control the material attributes for each instance independently, but this not happening. The attributes I set on any one instance are immediately replicated on all other instances. The recommended way to handle this is to set the material resource to be Local To Scene, and that works for me if I only set the root material. However, I need to set the attributes of the second material in the Next Pass slot and Godot seems to be ignoring the Local To Scene flag in this case. How can I get my instances to display different opacity values?
I think this may be a bug in the engine but I had this problem when I tried with Godot 3.5 too.
