Dithering (or screendoor transparency) has been long-used as a cheaper mobile-friendly way to render see-through objects, because it's just rendering less of the pixels overall, in a specific pattern to fake the effect. Unlike normal transparency, it does not re-draw (or overdraw) any overlapping geometry because it's using a screenspace mapping, so if it overlaps it'll just render any pixel once, and I can't imagine it's any more expensive than the toon shader is. Here is an example video showing off what dither transparency looks like in unity: https://youtu.be/VG-Ux8RHMoA