Heres my scenario: I have a grass shader. I've set the bottom of the grass blade planes to have a vertex colour, so when I set the alpha to equal to the vertex colour the bottom will be transparent. The idea is that it looks like its blending into the main grass floor texture.
Thing is, when I do that, its classed as a transparent object, so the render order is back to front and theres no shadows. To counter that, I set ALPHA_SCISSOR. But now the blending is gone.
How can I maintain that transparency blending whilst having correct shadows and stuff? It doesn't matter if the method is outside of the shader, I just need a way to be able to multiply the alpha by the vertex colour whilst keeping the render order and shadows.