Unlit material showing parts of mesh that should be obscured

For those curious, I wanted to make a material that was unlit, and could be faded out. I ended up figuring it out on my own, so I’m posting the answer I found, in the event someone else runs into the same problem.

By changing the blend mode to masked, you can link the alpha/opacity parameter to the ‘Alpha Threshold’ link on a ‘DitherTemporalAA’ node, then link the result to the ‘Opacity Mask’ on the output.