Regarding shadow strength, could you please describe what it does?
Regarding transparent object, unfortunately technique with semi-transparent shadow-casters is not implemented yet. It does complicates shadow casting quiet a bit, and rarely been required.
Currently alpha is used to define alpha test like for foliage, but it is again “binary” instead of partial shadow casting.
In Unity shadow strength is per-light, not per-object, therefore it can’t be used to simulate semitransparent shadows from non-opaque objects (unless ALL shadow casters visible for this light are semitransparent). How would you use shadow strength?