Prior to SketchUp 2017, nicer transparency was implemented with a depth based sort to ensure correct results during alpha blending. This yielded good visual results but was very expensive.
In SU 2017, with the rewrite of the rendering subsystem to leverage modern OpenGL features like shaders and framebuffer objects, we were able to switch to a shader based order-independent solution.
It’s a simple depth peeling solution. We found that depth peeling yielded the best visual results in our testing and is also most widely compatible with all our target platforms.