Blending shader works completely in Deferred Rendering, which was primary rendering method in Gloria Victis MMORPG.
The transparency is achieved by two shaders: first shader removes GBuffer data, second shader works as an add pass standard Unity Terrain shader. To achieve that blending mesh has vertex color set to determine which vertex is closer to terrain and which one is further up.
Blending mesh is generated procedurally by intersecting original object mesh with terrain and another "virtual" terrain offseted in Y axis using height defined by user in component settings. This is basically a boolean operation. I used custom written code for intersection calculation in Unity Jobs. The resulting mesh can be seen as a red part in one of the animations shown here.
Thanks to the fact that blending mesh is a seperate object blending can work on any object with any shader (excluding transparent shaders, altough it would be possible to work around that with a little more work).
Red part is a procedurally generated blending mesh. Thanks to this technique the blending can be applied to any non-transparent object with any shader.