Sprite Lit Alpha Clip Threshold Missing

Why does the Sprite Lit/Unlit options not have alpha clip threshold? I am using a sprite mask, and can avoid the need to use another layer of sprites by just not rendering the transparent box. I was able to make this effect in a custom shader, so it should be possible. All I need is to use alpha clip thershold but its removed for some reason.

Does anyone know how I can create a custom node to acheive this effect? Thank you!

Okay I figured it out. It was a little tricky and had to look around mixing a few resources together.

I created a custom .hlsl file, and added a custom function node to shader graph. I then added the input and output values shown in my image.

I made the output a float to account just for the alpha, made sure to set the filter to point in the sampler state, and setup the needed variables. Then just plug the out into your alpha, and it will act just like alpha clipping threshold.

Here is my .hlsl script for anyone who finds this and wants a similar feature for shader graph sprite renderers.

void AlphaThreshold_float(Texture2D MainTex, SamplerState ss, float2 uv, float4 _Color, float threshold, out float Out) {
    float alpha = SAMPLE_TEXTURE2D(_MainTex, ss, uv).a;
    alpha *= UNITY_ACCESS_INSTANCED_PROP(PerInstance, _Color).a;
    clip(alpha - threshold);
    Out = alpha;
}