Description
The current implementation and graphics pipeline structure lead to a problem: A fixed per-pixel list length has to be set before rendering. That means if during render too many fragments overlap at one pixel location the algorithm will fail at correctly blending those pixels.
There is no way to dynamically set the pixel list length. The alternative, which is already proposed and implemented by others, is to gracefully degrade the transparency blending. Visual coherency is retained at the cost of losing alpha blending accuracy. I am not sure if this requires additional synchronization, some papers mention requiring pixel synchronization for this approach.
To solve this problem we would need to find an algorithm that can be implemented with Unity. Some research suggestions: