Translucent Material Shadow

Hi.

Sorry if its asked already in similar forms, but i have not found any specific answer to my question in those, many were about Casting shadows with translucent materials, but im asking about RECEIVING on a transulcent one, I have a mesh procedurally generated, with 20 or so materials dynamically added, it is made with procedural mesh component, and the main part is a big mesh with a material with an atlas, the problem comes with blending so i use the method of duplicating the verts where 2 or 3 mats meet 2-3 times as separate mesh sections, and make a separate material with alpha to blend together translucently, so they are all triplanar, and technically there is no translucent part after they blend together, i have been playing with translucent lighting modes, and all options i could find, but to no desired result, so when i want them to receive shadows, this happens:(pictures below) also the lighting is a bit interesting in some cases, the pics before last set lighting mode to STV(surface translucency volume), it seems its selfshadowing itself, but in last picture it looks like that without casting shadows, so i dont know, its not good.

any idea what should i do to solve this(id rather use this method if it has a solution), or if it cant be done, what other method should i use to blend between mats?

Your options here are:

  • Use masked blend
  • Use dithered mask
    blend
  • Blend the textures in pixel shader using vertex color or
    something like that.

ok it wont look that good but ill settle with a Tempaadithered method with masked material with, a scaling switch on aa so if aa is less than treshold itll switch back to without blending, cuz i read after it, and making it work with normal translucency would be complicated.