Hello. I’d like to chime in my thoughts on this.
I think in most games, they paint on a base layer of hair on the mesh underneath the actual strands, so no matter what, the character looks like they have hair. They might also go with a “shell” that’s underneath all of the strands, but over the character’s head.
I don’t think they usually make the entire hairstyle up out of planes like this, though they do in some level. Also, if you look at characters like Lightning from FFXIII, which you referenced, her hair is a lot more opaque than the strands that you have (which are somewhat opaque, but also have gaps in them. Also, your strands have a very high color contrast). In FFXIII, the hair strands seem to get transparent toward the “bottom” of the strand, but the actual body of the hair is pretty opaque and single-colored, with some light differences in the coloring of the hair textures.
According to Eurogamer’s tech analysis, there’s four levels of detail for Lightning’s model, and two of them actually look like they’re using Clip Alpha for the strands (in-game and realtime cutscene). You can see it when it comes to the really pixelly and ugly edges of the strands themselves; I’m guessing it doesn’t show up in-game that much because you never get that close (except for cutscenes), the textures are large enough resolution to not be a big deal, and your character’s moving fast anyway, so it’s harder to notice. The transparent look appears in the pre-rendered and wholly CG cutscenes.
There’s also other hair modeling looks that look pretty good. For example, in this guy’s model (warning, loud music and slow pan up for some reason), the hair itself is pretty opaque, and just the trailing edges are alpha-enabled. This gives a solid look to it that seems much harder to implement going with pure plane layers. If you added plane layers to the hair of that model, you would end up with what I think games like FFXIII come up with - a base hairstyle that’s pretty much opaque, and then strands that are partially transparent over it.
These are just some thoughts, though - not much to do with your actual last issue.
As for the issue you propose, I haven’t personally noticed it, and I don’t see it in your example - it seems like the dark and light parts of the hair are evenly opaque or transparent, according to the texture. To my knowledge Alpha Blend mode works completely correctly in terms of displaying partially transparent textures.
If you do choose to looking into it, you’d have to use / learn some C++ and possibly some OpenGL. Check out #bgecoders and #blendercoders on freenode if you want some help or ask questions.
EDIT: Although, I think making a good case example that shows the issue might be a good idea, and making a finished character with obviously messed up hair might be a better idea. No use spending time trying to fix an issue that might not even be there or is easily passable.
EDIT 2: Oh, and are you sure that your texture’s fully opaque where it should be? It’s not like the texture’s alpha channel is set to 95% max or anything like that, right?