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Route faded character instances through a dedicated translucent character pipeline so dead and ghost characters fade as a whole model instead of only showing translucent hair. Opaque body batches previously wrote the shader alpha from instance opacity, but the opaque pipeline had blending disabled, so the body stayed fully solid. Hair went through the alpha-test path, where reduced alpha affected coverage, making only hair appear faded. Add a translucent pipeline with alpha blending and depth writes enabled. This keeps normal self-occlusion for faded characters while allowing the whole model to respect instance opacity. Reuse the existing per-batch alpha-test flag so cutout materials such as hair keep crisp edges while fading with the rest of the body. Also make the whole-model fallback path bind an explicit opaque or translucent pipeline instead of inheriting the previously bound pipeline. Create, recreate, validate, and destroy the new pipeline alongside the other character pipelines. Build passes.