I'm working on a custom vertex colored PBR shader, using Unity's new shader graph feature. I would like to recreate this shader I was using previously, and was wondering what would be the best way to do in the shader graph? This is what I have so far: It works well and even supports vertex color alpha transparency, but there are a few issues with it: Shadows can be seen through transparent faces, no matter how high the alpha value is for the colors. There is an obvious transparency sorting issue, since all objects are all apart of the same mesh. I was able to fix this with the previous shader by applying this fix, but don't know how to implement it in the graph. Shadows are all the same, no matter the alpha value for vertex colors.