When compiling the same project for hashlink vs krom I ran into an issue with shaders that are made by mixing an emission shader with a transparent shader, useful for example when creating procedural flame materials. To reproduce simply enable bloom and create a material that has a 50/50 mix of an emission shader and a transparent shader:
There seems to be a a lot of settings that govern things like “alpha” and “blending” so it might just be that, otherwise I’d call it a bug. If anyone can help it would be appreciated.