Rain Man is right you had best add transparency to your shader.
I have been playing with transparency in my normal shader for awhile now with partial success. One method I tried that works for the most part is discarding the pixel who's alpha channel is to low. For example:
if ( Diffusesample.w <0.1 ) clip(-1);
Clipping is very efficient because when a pixel is clipped, I'm pretty sure it doesn't go through the following calculations.
I don't have too much shader experience so I'm not sure how to effectively "ghost" certain pixels. I did some researching on the internet and found that when you put this
// enable alpha blending
AlphaBlendEnable = TRUE;
SrcBlend = SRCALPHA;
DestBlend = INVSRCALPHA;
within the 'pass' of each light, right after the compile command, it permits alpha shading. It turns out funny on my shader, every non cliped island of pixels has a cartoony outline.
Randomnosity is a special influence upon man kind allowing one to think outside the usual bouderies and into a fantastic world created by oneself. Elephants don't cut it