I started building a vr game in the URP v.2021.3.14f1. I noticed that transparent textures with aplha clipping are pixelated (with SMAA and FXAA). and with blending mode alpha, they are not pixelated, but they overlap I found these 2 articles that can solve the problem, but I couldn't figure it out. I think it's because of the new version I'm using. When I copy the shader it doesn't work https://bgolus.medium.com/anti-aliased-alpha-test-the-esoteric-alpha-to-coverage-8b177335ae4f and here I am missing the options in the shader graph, Blend mode Custom and Alpha To Coverage https://www.patreon.com/posts/alpha-to-or-anti-33042721 Is there a possibility to include Alpha to Coverage in the URP v.2021.3.14f1?