I have a very simple shader graph shader that’s pretty much the Brackeys tutorial dissolve effect. It’s only a few nodes where a simple noise combined with a step node determines the alpha of the material and it gets dissolved based on the alpha clip threshold, which is given by a float. This float gets changed in script. My main issue is that after a few times changing a script, Unity gets stuck in forever compiling the shader’s shadow caster for seemingly no reason. Any ideas on how to deal with it?