Coloring a molecular surface by electrostatic potential and making it transparent with "transparency 70" and sending to Quest it is shown as mostly opaque with weird x-ray vision in some spots (like wrong depth sort).
This appears to be a bug in the Unity GLTFast library, probably in the shaders. I updated GLTFast about 2 weeks ago to the current version. Could submit a bug report to the GLTFast github.