I have a strange clipping when I switch from Diffuse shader to Transparent/Diffuse
This clipping changes when I rotate the camera.
The head mesh contains the lashes faces with appropriate normals, the texture has an alpha channel created using the dilating method of the unity user manual.
It’s the famous “hard to sort overlapping transparent geometry” problem (almost all realtime engines have this).
Try separating the eye lash into a different object (or use multi/sub object material). Then use regular diffuse shader on the head, and transparent just where you need it (eyelashes).