Hello,
I'm wondering if it is possible to prevent "discard" from affecting realtime shadows (see gif above).
In unity, realtime shadows are not affected by discard. You need to use "addshadow" keyword to get this behaviour.
addshadow - Generate a shadow caster pass. Commonly used with custom vertex modification, so that shadow casting also gets any procedural vertex animation. Often shaders don’t need any special shadows handling, as they can just use shadow caster pass from their fallback.
Thanks for your help ! 🙂