In my current project I need to achieve the effect that is commonly seen in various sci-fi games, where, for example, multiple ships fire multiple semi-transparent beams. However, I am getting into the well-known issue that alpha on some of the beams cancels pixels of other beams, and also, occasionally, other transparent geometries that are in the 3D field (and I am very well aware of what is said here: Alpha/Transparency Sorting, Your Z-buffer, and You).
Currently all my beams are a single dynamic mesh with a simple texture that has alpha fade-off toward the edges, with blend mode set to alpha, and the queue bucket to transparent.
How do I achieve the effect that these beams and other transparent meshes do not cancel each other, so I could display many such beams? I have experimented with blend modes and render buckets, but it did not change anything, some beams still cancel others.
I would appreciate an advice on this, since I am certainly sure that this is somehow possible because games like Homeworld handle hundreds of such beams, starship trails and other transparent entities on screen. The original Homeworld had even managed to do it in year 1999.