>>358816910
This looks vaguely like the situation I had on my custom model, which was delivered in PMX format. In my case it was caused by some of the hair being transparent while other bits were, so when I merged the materials it was impossible to win, because:
- if you make the whole material opaque you lose the nice transparency
- if you make the whole material transparent the triangles draw in the wrong order so things render weird

I was having the issue with the Toony Colors Pro 2 shader originally, then I noticed it was the same story with XSToon or any other shader I tried, so I realised, okay, it isn't a shader thing, it's going to have to be fixed at some other level.

And in my case, the fix was meticuously going through the model and putting everything transparent onto its own separate material, and then using a transparent (actually fade, I think) material on just that part in Unity. So yeah, now the model has one more material on it, so it costs one more draw call to render, but it at least renders correctly.

But even now, I have transparency drawing issues between my hair and my glasses, which I can only fix by putting one of them onto a higher render queue, and I'm not even sure whether doing that even works in VRChat (the SDK certainly used to fuck that up somehow during the upload process, and I'm not sure whether they fixed it. Maybe someone knows?)