Try setting:
depthWrite: false on your smoke material? That may remove the clipping around the particle edges.
There’s a bunch of approaches for rendering smoke but the one you’re using can be pretty effective with lots of particles and/or different particle sprite textures and parameter animation.
Here’s a few resources on other particle systems:
Sometimes folks start with the stemkoski one and optionally modify it: Particle Engine (Three.js)
Another more complex/slicker library:
Nebula particle engine: GitHub - creativelifeform/three-nebula: WebGL based particle system engine for three.js
A thread on smoke:
And some particle textures for experimentation: