URP Shader Graph : how to hide the inside and back faces of a transparent object?

Hi, I am working on a project in URP in which I have several transparent object with a shader graph shader.

My problem is that when I look at my object from certain angles, I can see the parts of the mesh that are inside or on the other side. How can make sure that only the front part of the mesh is visible, and hides all of the parts that are behind it?

Here is an example in which, for some reason, my object looks fine when seen from one side and doesn’t when looked from the other :

Here is the result I would like to have regardless of the side the object is seen from. As you can see, the legs and tentacles hide those that are behind :

Here is the result I have when seen from the other side. The legs and tentacles on the back can be seen through those that are closer to the camera :


Here are my shader graph settings :

Try picking different depth tests. I think one of them can fix it mostly.
Otherwise look for transparent shaders that have depth sorting. Many VR Hand shaders have this