The following graph can be used to support Fade Mode : “Cross Fade” on the LOD Group component. This requires using a built-in variable, unity_LODFade. Shader Graph doesn’t provide access to it but we can use a Custom Function node (String mode). Add a single Float output named “Out” and set Body to Out = unity_LODFade.x;. The function’s name isn’t that important but needs to be set to something. For use with the Dither node, we first need to Absolute to bring any negative values into the positive range. However to make sure it fades in the correct direction, we also need to take the Sign of unity_LODFade.x, and Multiply by the dither result. As shown, can then optionally use a Boolean Keyword (set this up in the Blackboard window. While highlighted change it’s settings under the Node Settings tab of Graph Inspector window). Name : Is Fading Reference : LOD_FADE_CROSSFADE Definition : Multi-Compile Scope : Global Exposed : No / Unticked Drag the keyword into the graph, then put the result of our Multiply into the On port, and set the Off port to 1. Using this keyword may be optional, but it means we can avoid having to do the dither calculations when not in the crossfading range. However this would affect batching, so you may want to try it with and without and profile both. The above graph results in this when moving the camera : With LOD Group setup looking something like this : (Usually would have less tris in your higher/further away LODs, but the meshes here is just for example) For fading based on time, enable Animate Cross-fading. Can control the duration (globally) by setting LODGroup.crossFadeAnimationDuration from a C# script. For fading based on distance, disable Animate Cross-fading and edit the “Fade Transition Width” values. See Unity Docs : LOD Group for more info.