Add the Dither Functions.cginc file to the shader in the "Shader Settings" panel
Add a code node
Add the properties scoord as a float2 and alpha as a float
Set the code body to
// screen space position in pixels
float2 spos = (scoord / 2 + float2(0.5, 0.5));
// 0 for clip and 1 for opaque
return ceil(isDithered(spos, alpha));Add mask as a sampler2D and maskScale as float
Set the code body to
// screen space position in pixels
float2 spos = (scoord / 2 + float2(0.5, 0.5));
// 0 for clip and 1 for opaque
return ceil(isDithered(spos, alpha, mask, maskScale));
