I want to render an object that has transparent textures. Unfortunately, the built in alpha blending is not working correctly. I'm seeing the background color of the scene in the places where transparency is used instead of the material that is directly behind it. I tried different blending modes but that did not fix it.
Because I don't need partial transparency, fragments with an alpha value below a certain threshold should just be discarded. I know this is possible to do this in OpenGL fragment shader with the following:
if(texture.a < 0.5)
{
discard;
}
How do I do this with Three.js?