SDFGI weirdly breaks materials with alpha transparency

Godot Version

Godot 4.4

Question

Video
In the video, without SDFGI the Alpha transparency with albedo color works as i expect it, but when i enable SDFGI for some reason it goes trough it even tho its a solid color, I can’t figure it out if it’s a setting that I missed or It’s engine bug

This looks like a typical transparency sorting issue. There isn’t much you can do about it, except using a different transparency mode like Alpha Scissor or Alpha Hash, or designing your model not to require transparency in the first place.

You could also split your model in several parts and only make the parts that require it use a transparent material. This would also allow for greater flexibility when adjusting each material’s render priority and sorting offset.

SDFGI can make transparency sorting issues look different because transparent materials are rendered in a forward pass, while opaque materials use a deferred pass for performance reasons. (This is also why transparent materials lack sharp SDFGI reflections.)

Well, In this case I’m making ceiling lights and the cover is separate, I’m curious about what is the best way to do these kinds of transparent objects without having weird rendering issues