Shadows Disappearing When using Fresnel Function in Masked Material

Just want to update this with a couple of possible solutions which have come to light, the first is to add a custom code node with the following code:

#if(SHADOW_DEPTH_SHADER)
return fShdw;
#endif
return fAll;

Inputs being: fAll and fShdw

and set up like this:

Alternatively, this method also seems to work:

This can be a little bit more rough around the edges though, and the Fresnel might change depending on where the mesh is on screen .

more info can be also found on the [Forum Thread][3]