Hello, I am using URP and I created a shader that allows me to dither an object. The shader is pretty simple. I'm just using the Dither node and inputting that into the AlphaClipThreshold: In my game the player is a skeleton and you can switch from 1st to 3rd person. I am using this dithering shader to fade out the skull of the skeleton as you switch to first person. Here is a video of the effect in action (apologies for the noise!): https://drive.google.com/file/d/1SRstd4u40dO7vDWvLL0xv49-WM5Go5jk/view?usp=sharing The issue is that I still want the skull to cast shadows (so the player can see their shadow with the skull). I'm aware I could change the MeshRenderer shadowCastingMode to ShadowsOnly. But there would be an awkward transition from the fadeout causing no shadow to immediately removing the dithering and changing the shadowCastingMode.