Apologies to dig this thread up but I have a quick followup for @bgolus or anyone else knowledgeable:
If you were to convert this shader over to URP, what would be your favored approach?
I guess this built-in render pipeline will (eventually) be deprecated in favor of URP where a surface shader equivalent does not (yet) exist. It appears that either shader graph or vert/frag shaders would be the way forward for now, but is one of these two options better than the other in your opinion? Or, does this shader do something which is unachievable by URP right now?