When I use DOGradientColor to tween material's color, it somehow goes all "wrong" and seems like it is making the alpha to shoot up rocket sky and make the shader to behave in a real strange way.
I am using normal particle/additive shader and using it such way :
colorTween0 = scanMaterial.DOGradientColor(colorGradient, "_TintColor" , 1);
When it goes wrong, I tried to manually assign the color back by using inspector and color picker, and then magically "snaps" back to the better / normal way.
On Unity 5.3.4.p5
I have attached bugged screen shot and the texture source I am using.
It looks like it is almost shooting up the alpha value so high that almost every non zero alpha pixel is lit as 100%