Apply a dithering transparency effect to a mesh with a dissolve effect

I have a custom shader made in shader graph that dissolves a mesh. Like this:

As you can see, as you change a certain float’s value, DissolveFade, the mesh fades in and out. The shader graph on the material connected to the mesh looks like the picture below to the left. The subgraph, where the real magic happens, is on the right:

The basics of the shader is that it makes some simple noise, applies that to the alpha, and then raises and lowers the alpha clip threshold to “filter” some of those pixels in and out in a noisy pattern - make the dissolving effect. There’s also some work to the emission to give a glow around the edges.

This is pretty much based on the following tutorial:

My question is, how can I make this mesh, which already has this dissolve effect, additionally do a “dither” fade out? The fade out would be a consistent lowering of the model’s overall opacity - as in the whole mesh gets more transparent, in addition to the dissolve effect I already have working. This dithering fade out would be useful for when the player gets really close to the character, and I want the character partially transparent.

The effect I want to add is like this:

…but in addition to the effect I already have. Any help is much appreciated!

Well, if anybody does happen upon this question, here’s the solution I came up with after taking a break from it and doing a little research on Shadergraph in general.

My first instinct was to multiply the alpha from the dissolve subgraph (the details of that subgraph is in an image in my original post). However, when the dithering effect was at zero (black), multiplying it made the resulting alpha black, which I did not want. So, I added instead - but again, I did not want the black parts of the dither to be added, because I wanted no dithering present until the dithering input value was raised from 0. So, I clamped the dither’s output between 0 and 1. That almost worked. The preview in the add node looked good, but in practice, only the dissolve edges in my mesh were dithering. I think this was because I was adding the white part of the dither (full transparency) which was only visible on parts of the mesh that weren’t fully opaque. So I did the opposite, which is why I multiplied the clamped dither output by -1. That seemed to do the trick.
As you can see in this GIF, this shader lets me both dissolve the mesh and dither it out: