This is default cut out . Alpha disappears when it goes away. This is Nvidia Hashed Alpha Test. The problem has been bothering me for a long time. Goog job. Nvidia.
For those curious: http://graphics.cs.williams.edu/papers/HashedAlphaI3D17/ Also, I highly recommend using blue noise for the effect. Here's a link to a bunch of free blue noise textures. http://momentsingraphics.de/?p=127 I also recommend using an animated noise. You can have a hand full of 32x32 blue noise textures that you loop through (just set a new one as a global texture each frame), or use one of the RGBA blue noise textures from that link and blend between the channels. Is this using their stabilized screen space noise, or are you using straight screen space UVs? (Hard to tell with youtube compression.) The stabilized stuff has the added benefit of working really well in VR, where straight screen space can cause problems.
I know what is problem. This is just test sample. I don't put even screen-space UV. Just put their position. If we continue to make games, we will fix them, but game production has already been discontinued. I just watched the poetry presentation and it seemed fun and followed it up. To fix the Unity Standard shader, I have noticed that there are too many macros that need to be fixed.