Unity enables shaders to smoothen the transition between LOD meshes (and during culling) and a good balanced approach is to do it with a cutout shader and dithering.
You just have to make the CutoutFragment() look something like this
sampler2D unity_DitherMask;
void CutoutFragment() {
float2 vpos = d.screenPos.xy / d.screenPos.w * _ScreenParams.xy;
vpos /= 4; // the dither mask texture is 4x4
float mask = tex2D(unity_DitherMask, vpos).a;
float sgn = unity_LODFade.x > 0 ? 1.0f : -1.0f;
clip(unity_LODFade.x - mask * sgn);
#if !defined(_NATIVE_A2C)
if (o.Alpha < _Cutoff) {
clip(-1);
}
#endif
}
Code is taken from https://github.com/keijiro/CrossFadingLod and UnityCG.cginc