For the Vigard project I needed to be able to have animated characters and objects appear as if they were holographic projections and separate from the rest of the environment.
To achieve this, I developed a shader using URP's Shader Graph system. See screenshot below. This got me most of they way to a viable shader. However the shader graph system generates transparent shaders with the depth buffer turned off. This works fine for simple meshes but for complex meshes like characters this causes issues. The fix was relatively simple, I had to compile the shader graph then edit one line ZWrite off to ZWrite On. I would have to do this whenever the shader graph has to be edited and recompiled.
Lastly I added a simple blue spot light above the characters pointing straight down to give the illusion that this was a projection.