Hi there,
we are currently faceing a problem with the URP Standard Lit shader. If we turn the Object to transparent (cause we need to for fading objects in and out), the shadows are deactivated. So far so good. I created a custom Lit Shader for our purposes and we got fadeable objects with shadows.
But now the question is, if it is possible to fade the shadow intensity based on the Alpha per object not the global light shadow attenuation value as well?
Hope for some interesting information! Thanks in advance!

The cube got a transparency of 50%, but the shadow is still on 100% intensity based on the directional light.