Unity Navmesh using another pathfinding algorithm

Hello, I would like to know if it’s possible to change the pathfinding algorithm used on a NavMesh, as far as I know, by default Unity uses something based on the A* algorithm.
Technics I would like to try are Dijkstra, Depth-first, and Breadth-first search.

PS: this is just for research purposes.

I don’t think so, as the things are made to interact very specifically. Maybe if you use the component workflow (GitHub - Unity-Technologies/NavMeshComponents: High Level API Components for Runtime NavMesh Building) you can change the code that actually does it, but that seems like a lot of work rather than just using a different system entirely.